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Warning!

Horror, Monsters, Violence & the Supernatural


The fictional world of Nightbane® contains subject matter that deals with the supernatural, mon-
sters, conspiracy theories, the paranormal, magic, war and extreme violence.
The setting is our modem world taken over by demonic creatures from another world and their legion
of nightmarish henchmen. Even the heroic Nighbane must tum into monstrous beings and use magic and
strange powers to battle the supernatural invaders.
Some parents may find the subject matter, violence, magic and supernatural elements of the game in-
appropriate for young readers/players. Furthermore, the realistic manner in which the fictional horror
material is presented may be disturbing for some young readers.
WE STRONGLY SUGGEST PARENTAL DISCRETION
Please note that none of us at Palladium Books® condone or encourage the occult, the practice of
magic, the use of drugs, vigilantism or violence.

Nightbane® Survival Guide™ is a sourcebook


for the Nightbane® Role-Playing Game.
Dedications
To my loving family and loyal friends, who have stood beside me during my darkest hours and most brilliant triumphs, and always
encouraged me to chase my dreams no matter if they understood them or not. You are my world, and I would be nothing without you.

-Mark Oberele, 2009

To Rachael Shapira and our son, Joseph.

-Irvin L. Jackson, 2009

To all the Nightbane fans who patiently waited for the saga to continue. This is just the start of a renewed focus on the Nightbane®
series.

- Kevin Siembieda, 2009

The cover, by Mark Evans, depicts a trio ofNightbane on the prowl.

First Printing- July 2009

No part of this publication may be scanned, OCRed, reproduced or distributed in any way for electronic publication on the
Web/Internet or any other medium.

Copyright 2009 Palladium Books Inc. & Kevin Siembieda

All rights reserved, worldwide, under the Universal Copyright Convention. No part of this book may be reproduced in part or
whole, in any form or by any means, without permission from the publisher, except for brief quotes for use in reviews. All incidents,
situations, institutions, governments and people are fictional and any similarity, without satiric intent, of characters or persons living
or dead, is strictly coincidental.

Nightbane®, Rifts®, The Rifter®, Phase World®, Megaverse®, The Mechanoids®, The Mechanoid Invasion®, The Palladium
Fantasy Role-Playing Game®, Splicers®, Coalition Wars®, After the Bomb®, RECON®, and Palladium Books® are registered
trademarks owned and licensed by Palladium Books Inc. and Kevin Siembieda.
Nightbane Survival Guide, Nightlords, Night Princes, Nightlands, Night Avatar, Darkblades, Demonlings, Demongoyles,
Demonsellers, Great Hound, Hollow Men, Lightbringers, Living Chariots, King Moloch, Morphus, Namtar, NSB/National Security
Bureau, Preserver Party, Psi-Mechanic, Shadowboard, Spook Squad, Waste Coyote, Club Freak, Doctor Heron, Ashmedai, Blood
Dancers, Beyond the Supernatural, Dead Reign, Heroes Unlimited, S.D.C., I.S.P., Inner Strength Points, P.P.E., Potential Psychic En-
ergy, and other names, titles, initials, characters, character likenesses and slogans are trademarks owned and licensed by Kevin
Siembieda and Palladium Books Inc.

Palladium Online: www .palladiumbooks.com

Nightbane® World Book 5: Nightbane® Survival Guide™ is published by Palladium Books Inc., 39074 Webb Court,
Westland, MI 48185-7606. Printed in the USA.
2
Palladium Books® Presents:

Nightbane® World Book Five:

Nightbane®
Survival Guide™
Written by: Irvin Jackson & Mark Oberle

Additional text & ideas: Kevin Siembieda

Morphus Tables by: Kevin Siembieda with ideas and inspiration from the works of Eric Baierl, Roy C.
Craigo, DeAnna Renae Bearce, Aaron Oliver, David Solon Phillips, and Edward Woodward III that origi-
nally appeared in various issues of The Rifler®.

Editors: Alex Marciniszyn


Wayne Smith
Kevin Siembieda

Proofreader: Julius Rosenstein

Cover Painting: Mark Evans

Interior Artists:
Amy L. Ashbaugh
Nick Bradshaw
Kent Buries
Mark Dudley
Stephen L. Fox

Art Direction: Kevin Siembieda


Typography & Layout: Wayne Smith

RPG rules written by Kevin Siembieda.


Nightbane® RPG setting created by C.J. Carella.

Special Thanks to Mark Oberle and Irvin Jackson for bringing Nightbane® back to vivid life, to Mark Evans for creating a pro-
vocative and moody cover, to all of Palladium's dynamic artists on this book, but especially Amy Ashbaugh and Stephen Fox who han-
dled most of the art chores, and to the most loyal, hard working staff in the game industry, Wayne, Kathy, Alex, Julius, and Jason.

-Kevin Siembieda, 2009


3
Contents Random Character Detail Tables 50
Outlook on the Hidden War 53
DarkDay · · · · · · · · · · 6
New Skills for Nightbane 54
In the Aftermath of Dark Day 7
Education Modifiers · · · · 60
The truth about monsters · 8
Military/Soldier · · · · · 64
The Nightbane Survival Guide 8
Psychology of a Nightbane · 65
Finding the Nightbane Survival Guide 9
A hero's mindset · · · · · · 65
The Hidden War · · · 10
Optional Nightbane Specific Insanity Table 66
Let's start with the basics 10
Anatomy of a Morphus · · · · · 68
Your first change 10
Finding meaning behind a Morphus 69
The Morphus · · · · 10
Nightbane Morphus Tables · · · 69
The Hidden War · · · 11
New Appearance Table · · · · · · 70
Surviving a war in the shadows 12
New Nightbane Characteristics Table 71
Keeping to the Shadows after Dark Day · 13
New Morphus Tables 71
Clean Cell Phones · · 14
Alphabetical Listing 71
Unwitting Go-Between 16
New Morphus Tables 71
You are Nightbane 17
Alien Shape Table II 72
The Becoming · · · · 17
Angelic Table · · · · 73
Difficulties Maintaining a Normal Life 18
Aquatic Animal Form Tables 75
The secret to a successful escape 19
Crustacean Table · · 75
A secret life as a crusading hero 20
Dolphin/Whale Table 76
Nightbane Allies & Contacts 21
Fish Table· · · · · · 77
Making New Contacts 21
Octopus/Squid Table · 78
Creating Contacts 24
Shark Table · · · · · 79
Theories of Origin · · · 24
Artificial Appearance Table · 80
Theories of the Underground Railroad · 25
Biomechanical: Aquatic Table 82
Theories of the Resistance 26
Biomechanical Table III 83
Theories of the Nocturnes · 27
Gimmick Toy Switches 83
Theories of the Warlords · 28
Dinosaur Form Table 85
Theories of the Seekers · · 28
Disproportion Table 87
Common beliefs held by the Seekers 29
Head · · · · · 87
Theories of the Lightbringers 29
Arms &Hands 88
The Lunatic Fringe · · · · 30
Legs & Feet · · 88
Doctor Francis S. Mang · 31
Torso · · · · · 88
The Quest for Truth 32
Extraterrestrial Table 89
Origin Subplots and Adventure Hooks 33
Fantasy Table 90
The Kafka Lost Diary · · · · 34
Infernal Table · · 91
The Night World Puzzle Box 35
Mineral Table II 93
The Lost Mural of Verdicelli 36
Stigmata Table III 95
The Atlantis Society 36
Undead Table · · 96
The Crimson Ark · 37
Unnatural Appendages & Limbs Table 97
The Sable Diaries · · 38
Unusual Facial Features Table II 98
Yuri the Mad · · · · 39
Victim Table · · · · · · · · · · · · · 99
The Tomb of the First· 39
New Talents · · · · · 101
The Shadowboard & the Internet 40
Talent Manifestations 101
Libraries · · 41
New Nightbane Talents 101
Museums 41
Shadow Weapon 102
The Seekers 42
New Elite Talents · 103
Other Nightbane 42
Guardian Angel 105
The Nightlords & their Minions 43
Spelljack · · · · 105
Other Supernatural Beings 44
True Reflection · 106
The Becoming · · 45
Nightbane Factions · 108
Young Nightbane · · · 47
Faction Recruiting · · 108
Older Nightbane · · · 48
The Underground Railroad · 110
Transformation Rules 49
Passengers · · · · · · · 110

4
Agents · · · 110 Contacts: 13 Reasons to become one . . . . . . . . . . . 22
Conductors · 111 DuBois Family, Faction · · · · 125
The Resistance 113 DuBois Family, Victor DuBois · · · . . . . . . . . . . . 139
The Warlords · 112 Faction Arbiters · · · · · · · · · · · · · · · · · · · · · 129
The Nocturnes & Seekers 114 Factions · · · · · · · · · · · · · · · · · · · · · 108 & 131
The Spook Squad & Lightbringers 115 Factions, Creating them · · · · · · · · · · · · · · · · · 115
Creating NPC Factions · · · · · 115 Factions: DuBois Family · · · · · · · · · · · · · · · · 125
Step One: Faction Size & Orientation 116 Factions: Lightbringers · · · · · · · · · · · · · · · 29 & 115
Step Two: Agency Features · · 117 Factions: New Wanderers · · · · · · · · · · · · · · · · 126
Equipment · · · · · · · · · · · 117 Factions: Nocturnes · · · · · · · · · · · · · · · · 27 & 114
Magical & Occult Resources · · 118 Factions: Recruiting Tactics · · · · · · · · · · · · · · · 108
Offices, Hideouts & Distribution 119 Factions: Resistance, The · · · · · · · · · · · · · 26 & 113
Criminal Activity · · 121 Factions: Seekers, The · · · · · · · · · · · · · 28, 42 & 114
Internal Security · · · · 123 Factions: Spook Squad · · · · · · · · · · · · · · · 30 & 115
Some Notable Factions · · 125 Factions: Underground Railroad · · · · · · · · · · 25 & 110
The DuBois Family 125 Factions: Warlords · · · · · · · · · · · · · · · 13, 28 & 112
The New Wanderers · · 126 Factions: Yue Crime Syndicate · · · · · · · · · · · · · 127
The Yue Crime Syndicate · 127 Factions: Zero Tolerance · · · · · · · · · · · · · · · · 127
Zero Tolerance · · · 127 Formless Ones (see Theories of Origin) · · · · · · · · · · 24
Nightbane Arbitration 128 Guardians, see Lightbringers Faction · · · · · · · · 29 & 115
A Dangerous Life 130 Hidden War, The · · · · · · · · · · · · · · · · · · 10 & 20
The Nightlords · · · 130 Maintaining Facade · · · · · 50
The Factions · · · · 131 Morphus: Anatomy of · · · 68
Mentors & Nightbane · 132 Morphus: Pick a Street Name 13
Shadowleague & the Shadowboard 132 Morphus: New Tables (start) 71
Other Supernatural Beings · · · · 133 Morphus: Your first Change 10
Official Government Agencies · · 133 New Skills · · · · · · · · · 54
Nightlord Anti-Nightbane Operations 134 New Morphus Tables · · · · 71
What we know about the Nightlords · 134 New Talents · · · · · · · · · · · · · · · · · · · · · · 101
Common Nightlord Traps · 136 Nightbane: Becoming, The · · · · · · · · · · · · · 17 & 45
Balashi, Grand Inquisitor 137 Nightbane: Character Detail Tables · · · · · · · · · · · · 50
Victor DuBois · 139 Nightbane: Dangerous Life · · · · · · · · · · · · · · · 130
Dark Adventures · · · · · 142 Nightbane: First, The (legend of) · · 39
Part 1: Dead Ringer · · · · 142 Nightbane: Life as a Crusading Hero 20
Visiting the Murder Scene 143 Nightbane: Maintaining Friendships · 20
The Spook Squad House 144 Nightbane: Maintaining a Normal Life· 18
NPC Rogue Ashmedai · · 145 Nightbane: Mentors · · · · · · · · · · · · · · · · · · · 132
Part 2: The Hub · · · · · · · 147 Nightbane: Origin Theories · · · 24
Honeycutt Telecommunications Building 148 Nightbane: Psychology · · · · · 65
Fourth Floor · · · · 151 Nightbane: Quest for Truth, The· 32
Adventure Aftermath 155 Nightbane: Running Away · · · 18
Heron's Attack Mastiffs 153 Nightbane: Secret to a Successful Escape 19
The Echelon Entity · · 156 Nightbane: Stay Hidden · · · · · · · · · 13
Doctor Winslow Heron 157 Nightbane: Survival Guide · · · · · · · · · · · · · · · · · 8
Nightbane: Talents, New · · · · · · · · · · · · · · · · 101
Quick Find Table Nightlords · · · · · · · · · · · · · · · · · · · · 130 & 134
Ashmedai Rogues · · · · · · · · · · · · · · · · · · · · 145 Nightlords: Anti-Nightbane Operations · · · 134
Adventure: Dark Adventure Scenario · · · · · · · · · · · 142 Nightlords: Grand Inquisitor Balashi (stats) · 137
Adventure Hooks · · · · · · · · · · · · · · · · · · · · · 33 Nightlords: Lady Lilith · · · · 135
Becoming, The · · · · · · · · · · · · · · · · · · · 17 & 45 Nightlords: Lord Magog · · · · · · · · · · 134
Education Character Tables (start) · 60 Nightlords: Night Prince Balashi · · · · · · · · · 135 & 138
Espionage Tactics (start) · · 14 Nightlords & Their Minions · · · · · · · · · · · · · · · · 43
Contacts: Creation Rules · · 24 NSB · · · · · · · · · · · · · · · · · · · · · · · 18 & 133
Contacts: Invisible Informant 15 Shadowleague & Shadowboard · · · · · · · · · · · · · 132
Contacts: Making them · · · 21 Skills, New · · · · · · · · · · · · · · · · · · · · · · · · 54
5
Looking in the mirror, a monster stared back at him. A mon-
Dark Day ster with his own face.
The next ten minutes were a blur of screams, terror, denial,
"Where the hell is the sun?" tears and vicious scrubbing to no avail. The pure white scales
It was about the tenth time that morning Rick had asked him- covering Rick's body would not come off, and the armored
self that question. And like before, there was no answer forth- pieces grafted to his shoulders, chest, and legs seemed to be as
coming. There was no answer in the President's plea for much a part of him as his wildly beating heart. His mind could-
everyone to stay calm. There was no answer in the shaken call n't handle it and he fled the monster in the mirror to join the
from his boss telling him the stock market wouldn't open that screaming masses in the streets.
morning, and there was no answer from the bible that he almost It didn't take much of Rick scaring the hell out of already
never opened. panicked bystanders before an incredibly powerful hand
At first he had looked out the window, wondering why he snatched him by the shoulder and pulled him between two
couldn't see any stars. It was the city, but you should at least see buildings.
a few of the brighter ones overcoming the glare of city lights. "Man, you picked the wrong morning for a stroll," said a
Then he'd thought he'd seen . . . something . . . chasing . . . powerful, resonating voice behind him.
something else down the street. Both were ... well, monstrous. Rick turned slowly, a sense of camaraderie calming him even
While his rational mind told him it was the panic and shock of as he stared up at the hulking half-man, half-spider thing tower-
the situation causing him to 'imagine' he was seeing monsters ing over him. Rick, speechless, could barely make out half a
running down the back alley behind his apartment building, he dozen other figures in the shadows behind the spider-thing. All
hadn't looked out the window since. of them were monsters. All of them looked different. And yet he
Bad enough the sun didn't rise and the sky was black, pitch felt he knew each one.
black. Bad enough there was shouting, gunfire and random acts "Who ... what are we?"
of rioting. He didn't need to scare himself imagining monsters The man-spider somehow managed a kind smile on that hor-
lurking in the shadows. rible visage as he answered.
Giving up on questions that, for now, had no answers, he "We are brothers."
went into the bathroom to shave. While there was no work to-
day, sometimes routine was the best medicine when the world
**********
went nuts on you. At least that was what he'd always heard.

6
Rick and numerous other Nightbane born in darkness and venture out into the long night. Dark Day, they insist, created
grabbed off the streets by an experienced member of the Under- such fear and panic on a primordial level that many people
ground Railroad would go on to survive Dark Day. Together, around the globe suffered from mass hysteria. In this extended,
they would survive many of the tribulations that would follow hyper period of terror, people imagined the worst. Many thought
after, but for many other young Nightbane, who were not fortu- it was the end of the world. Some committed suicide. Others ran
nate enough to stumble across a more experienced elder, sur- amok looting and destroying. Some engaged in much worse be-
vival was a deadly guessing game that far too many lost. havior. Many others thought they saw things - monsters, de-
mons and angels- that didn't really exist. Images of primordial
In the Aftermath of Dark Day terror provoked by the fear and uncertainty of Dark Day. Thus,
one person might have imagined seeing a vulture in the shape of
To the general public, Dark Day was a horrifying event most a man with leathery skin and massive bat wings. Another insists
people would like to forget. For the vast majority, it was the day he saw a vampire, or werewolf, or skull-faced demon, or giant
the sun didn't rise and the stars disappeared. A 24 hour period of insect, or a winged serpent or any number of monsters born
utter darkness. The kind of darkness that seemed to smother the from myth, legend, superstition, story books and horror films.
artificial light of a lamppost or lantern and minimize its power Some people of faith reported seeing devils complete with horns
of illumination. A darkness that seemed to radiate with fear and and cloven hooves, while others claim they were rescued by
an ominous sense of change and danger. beautiful angels or monsters with gentle eyes and a human soul.
Others saw imps and faeries, some even claim to have seen ro-
Most people barred their doors, turned on the lights, clung
bots, machine men and superheroes. Most of these "eyewit-
onto each other, and stayed indoors. They thanked God when
nesses," when pressed, admit that these 'visions' occurred
the sun finally rose and everything returned to normal.
during a moment of terror or blind panic. Many also confess
Normal. 'the encounter' or sighting lasted only a few seconds, in the
dark, and they couldn't be absolutely certain about what they
That's what people want to believe. That everything is back saw. As is typical with cases of mass hysteria, even large groups
to normal. Dark Day was just some weird, cosmic fluke cause of people who experienced the exact same event, describe it and
by a space storm, or space dust, or whatever it is the authorities the 'monsters' they saw differently than others present. Further
claim to have temporarily blotted out the sun. Most people cling evidence, the experts say, of delusion caused by mass hysteria.
to that explanation and dutifully go about their lives praying that
the world is, indeed, back to 'normal.' Somehow more disturbing are reports from people who claim
their spouse, neighbor or co-worker is not the same person since
They try to ignore the quacks, nutjobs, and conspiracy theo- Dark Day. Literally not the same person. They look the same,
rists who claim the explanation for Dark Day is a lie. A act similarly, but they aren't the same. They've been replaced
cover-up on a global scale. They try not to listen to the stories by ... someone or something else. The authorities and experts
about monsters that rode in on the darkness and invaded our have dubbed this the Body Snatcher Syndrome - an irrational
world that day. Monsters who, some say, can make themselves fear or belief that the person you know has been replaced with a
look just like you or I, but are really evil beings who serve a doppleganger. A post-traumatic effect of the mass hysteria re-
mysterious dark master. They denounce the conspiracy theorists sulting from Dark Day. A lingering itch at the back of the brain
who claim the governments and law enforcement agencies are that something is not right, that monsters or invaders have some-
somehow complicit in the cover-up and that, while 'monsters' how, almost imperceptibly invaded our normal world. Of
may not be real, something sinister went on during Dark Day. course, it is not true, assure the experts, civic leaders, and our
Something that has changed our world forever. These faithful rational mind, and yet ...
and law abiding citizens choose to believe that the stories about
monsters, the supernatural, conspiracies and wild speculation Most people are happy to be convinced that they imagined it
only stir up more fear, and that people should stop talking about all. They are happy to believe their minds - whipped into a
them and move on with their lives. frenzy by fear- played tricks on them and made them misinter-
pret what they really saw. Monsters aren't real, everyone knows
The problem is, almost everyone knows about somebody that. Angelic saviors never appeared to rescue anyone. And
who had a child, niece, nephew, friend or loved one who they Dark Day has been explained by the greatest minds of our day.
claim changed into a freak or monster that Dark Day, or simply The average person accepts and welcomes the idea that fear and
disappeared into the darkness never to return. Many other peo- darkness played tricks on the human mind, and that with the re-
ple claim to have seen frightening, terrible things in the darkness turn of the sun, everything is back to normal. They dismiss lin-
that long night - and since. Not just rioters and people panicked gering stories about monsters roaming the streets ever since
by the event, or even those driven momentarily mad to commit Dark Day, just as they refuse to believe crazy stories about a se-
terrible crimes of destruction, murder and rape. They claim to cret war between good and evil, tales of dopplegangers with a
have seen monsters. Real, flesh and blood monsters. Of course, sinister purpose, government cover-ups and an evil force called
others claim to have seen zombies, devouring insects, winged the Nightlords secretly usurping control over governments
gargoyles, faeries, angels, and beings of pure light or devouring around the globe. It's all nonsense. It has to be.
darkness.
The Nightbane know better.
Mass hysteria. Mass hysteria is the easy answer offered by
most government agencies, as well as noted experts who did not
7
The truth about monsters agencies, as well as the NSB and a long list of demonic beings,
to hunt the Nightbane down like fugitives and kill them in the
If you never saw a monster that night, or since, it is easy to streets like mad dogs. Thus, the Nightbane, still discovering the
believe they don't exist. If you are a Nightbane, however, you extent of their powers, and searching for purpose in an uncertain
know better because you are one of those monsters. world, live in secret and seclusion. Most hide their true, super-
Like Rick, a small percentage of ordinary humans were inex- human nature even from their friends and family for fear of re-
plicably and forever changed on Dark Day or in the days that jection or traumatizing the ones they love, and hide from the
have followed. Nightbane just seem to happen. One day, you are minions of the Nightlords who seek them out for destruction
an ordinary person. The next, you find yourself transformed into with relentless resolve. All the while, the Nightbane search for
something more (or less, depending on how you look at it) than answers, seek others like themselves and hone their powers as
human. Most Nightbane experience the "Becoming" in their best they can.
teens or early twenties, but it can happen to anyone of any age.
No one knows how or why this happens.
So you are an ordinary kid, a teenager or college student The Nightbane Survival Guide
dealing with all the grief and uncertainty that comes with find-
The Nightbane are a part of a mystery and an elaborate con-
ing your place in the world when you discover you possess su-
spiracy even they don't understand. Some choose a life of ad-
perhuman powers- psychic and/or magical powers. That may
venture and heroics, some hide and deny their inhuman side,
seem exciting at first, but to use those special abilities you have
and others embrace the monstrous in dangerous and terrible
to physically transform into something not human. Something
ways. But all seek the truth and hunger for answers. A
that is usually bizarre, hideous and frightening. Something
Web-based codex known as the Nightbaue Survival Guide
known on the street as the Nightbane.
holds the promise of at least some answers, but it has been cor-
Actually, some Nightbane are beautiful, while others are
rupted and distorted by fools, tricksters and the enemy. Truth be
twisted, freakish, or outright monstrous. Yet even the beautiful told, it was never clear if the original version of "the Guide"
'Bane have an eerie, inhuman quality about them, whether it's held many answers or was the well-intentioned ramblings of a
faerie or angel wings, scales or skin that glows, an unnatural madman.
color, glowing eyes, fangs and many stranger features.
The Nightbane Survival Guide first appeared on the web in
So you discover you can turn into a weird creature with su- the summer of 2003. At first it could only be found at obscure
perpowers or magical abilities. How does someone deal with places on the Internet. Its appearance seemed to coincide with
that in real life? How do you not feel like a freak or a monster. what the Nightbane Underground Railroad believed to be a
Who can you turn to and confide in without freaking them out? crackdown on young, emerging Nightbane by the Nightlords
This isn't comic books or television, it's real, and it's traumatic. and their minions. The Railroad itself was hit particularly hard
The authorities deny the Nightbane's existence, though that year due to increased secret operations to destroy it, and
there is a special government agency - the National Security compromised by the young, inexperienced Nightbane the group
Bureau, or the NSB - that investigates all reports of "monsters" worked so hard to rescue.
and paranormal incidents. The government claims this is to allay The Nightlords tried to stamp the Guide off the Internet
people's fears about monsters and magic since Dark Day, and wherever it was found, but once sm;nething has been on the net a
prove they don't exist. But there are some people who insist the few times, it is nigh impossible to eliminate. Today, the Guide
NSB are the Men in Black from the old UFO days, and are part can be found in a hundred locations on the web, and has even hit
of the government conspiracy to hide the fact that these mon- mainstream websites and blogs, most of which assume the docu-
sters are very real. Word on the street is the NSB hunts, captures ment is some kind of manifesto or criticism of our modem
and terminates Nightbane and that local authorities, the FBI, world, society and our leaders. Readers who are not Nightbane
CIA, NSA, Homeland Security, and all the other alphabet agen- themselves often believe the "Nightlords" refers to members of
cies are in on the conspiracy to cover up the existence of the Preserver Party, or authority in general, and there are regu-
Nightbane and eliminate them. lar net debates, sometimes heated, on "decoding" the message of
As the "Bane of the Night," these changed people are the the Nightbane Survival Guide. Most people never think to take
natural enemy of darkness - and that makes them the enemy of the Guide literally. Those who do are labeled crazy, paranoids,
the Nightlords and their demonic servants. The Nightlords and and conspiracy theorist lunatics. The Guide itself is generally
their evil minions are supernatural horrors that crossed over dismissed as conspiracy theory rubbish with a sci-fi/horror twist
from an alien dimension to invade our world on Dark Day. They to make it appealing to teenagers and young adults who like to
are malevolent beings from a shadowy veil known as the see the world as dark and dangerous. Others think it is just an
Nightlands, a dark and violent parallel dimension that is a Internet hoax, or half-baked conspiracy theory meets television
twisted mockery of Earth. The Nightlords have quietly usurped pop-culture shows like Fringe or the X-Files.
the seats of global power on Earth, replacing our leaders with No one, including the Nightbane, knows who authored it, and
evil Dopplegangers or faithful servants, and now secretly rule the writing style changes from time to time suggesting there
our world. Most appear human, but many are wicked beings dis- may have been two or more writers. There is enough correct
guised as human leaders in government and business. data and insider information to suggest a Nightbane was the au-
For reasons unknown to the Nightbane, the Nightlords thor, but no Nightbane with a shred of sense would dare take
fear them and seek their destruction. To that end, the credit for it.
Nightlords use conventional law enforcement and government
8
What is the truth and the original intent of the Nighthane Nightbane to their doom. Some of the false documents also have
Survival Guide? That too is a mystery. There are multiple ver- spyware and other malicious computer programs that monitor
sions online. Some contain more detailed information about the and track the user's computer activity. Note: A successful Com-
Nightbane and Nightlords than others. Many offer helpful ad- puter Hacking skill roll or Computer Programming (at -20%)
vice and firsthand accounts of the Nightbane's struggle. Some should reveal the presence of spyware and tracking programs,
versions even include information, clues and hints about how but additional skill rolls are needed to eliminate the spy pro-
too get in contact with various Nightbane factions, friends and gram. The Nightbane Lore skill may help a character to deter-
allies. However, such data is usually old and invalid, a dead end, mine if the document is the real Nightbane Survival Guide, but
or all too often, Nightlord!NSB traps designed to lure Nightbane there are so many versions of it, one needs a copy of the verified
out in the open and reveal themselves so they may be destroyed. original to compare it with to be absolutely certain. Even then,
Even with warnings all over the web and word on the street that there is some debate as to which of a handful of slight variants is
the Nightbane Survival Guide does NOT contain reliable infor- the original, and even most of the fakes contain large portions of
mation or safe ways to contact other Nightbane, many confused the original document and present enough insight about the
and desperate 'Bane searching for answers fall victim to the Nighbane and Nightlords to seem genuine and helpful even
Nightlords' traps, lies and disinformation. when they are NSB/Nightlord traps. After all, who better than
Finding the Nightbane Survival Guide online is fairly easy, the devious Nightlords to know the most convincing lies are
since it has become a part of Internet pop culture and the those filled with bits of truth and the promise of hope?
Nightbane and Nightlords a thriving urban myth, especially Among the many rumors about the Nightbane Survival
among those under the age of 30. A few search engine attempts Guide is one that claims hidden within the real document are
(simple Computer Operation or Research skill roll does the clues that lead to an Nightbane Underground Railroad safe
trick) lands the searcher a copy in a matter of minutes. However, house in Baltimore (and possibly elsewhere). Note: A success-
there is no guarantee it is the genuine article as originally ful Cryptography skill roll at -15% will indeed reveal what
posted. It is more likely to be any one of a hundred modified seems to be a location in Baltimore. However, the house has
and expanded versions full of nonsense, false leads, lies and been burned down and abandoned since 2005. There is also a
Nightlord traps; some of it deliberately aimed at leading good chance a Namtar (or NSB agents) has the location staked

9
out, since the Nightlords have already analyzed the Guide in ev- we are born of human parents so we know and remember and
ery possible way. Most savvy player characters should realize appreciate what it means to be human. Maybe we are humans
any hidden information in the Nightbane Survival Guide is no who can change into something more to save lives and drive the
longer likely to be valid, especially once they understand it has Nightlords from our world. Maybe when that happens we tum
been on the net for several years. completely human again. Maybe not. But know this for sure,
Another rumor is that the names of several elder Nightbane, whatever the Nightlords might try to tempt or bribe you with,
at least a few of which are members of the Underground Rail- we ain't like them, and no Nightbane should ever serve them.
road, and one of which is rumored to be the original author of Let's get back to you. So one day something happened and
the Survival Guide, are also encrypted in the manifesto. Again, you changed. You looked down at your hands and they were
while some names may be real Nightbane leaders, some are claws or blades, or machine parts. You looked into a mirror and
dead or in hiding, and others are fakes designed to lead inexperi- a monster stared back at you, only you knew it was you you
enced Nightbane to their demise. were looking at. You still knew it was you even if you didn't
recognize your own face. That's your Morphus. The reflection
The Hidden War of the power (some would say monster, but I don't) within you.
It's a reflection of yourself, which is why we all get used to it so
Excerpts from the Nightbane Survival Guide
quick, even if others see our Morphus as ugly or terrifying. Your
So, you made it this far, eh? Congratulations. Just given the human self, that's your Facade. The way you're born and the
fact that you took the time to look this little bit of net info up place you can hide, but it's only half of you. Some would tell
means you've got one of the essential drives to survive in your you that your Morphus is the real you, but they are both you.
new life: selfpreservation. Two sides of the same coin. One is your humanity, one is your
It may not seem like much, but at this point you're doing a supernatural id. And which one is the real reflection of your hu-
lot better than some. You think I'm kidding? You may feel like manity and inner strength depends on the individual.
the rug was pulled out from under you, but at least you decided Your first change was probably involuntary. Most are.
to do something about it. Some just decide a bullet chaser is the Most come without warning, and most scare the crap out of you.
answer and end it right in front of the mirror. It did for me. But if you haven't discovered this already, you
You decided you were a Nightbane and dealt with it. You should know you can change back and forth whenever you like.
sought to know more and you found this guide. The human form, your Facade, is the identity you've been wear-
I wrote this to walk you newbies through your first days as a ing for the last umpteen years and allows you to blend in among
Nightbane. There's nothing in here to compromise anybody, humanity as one of them. In your Facade, even the Nightlords
which is why you found this on the open web. The Nightlords can't tell you are a Nightbane. It is a safe skin to wear andre-
(those are the bad guys, more about them later) zap this wher- main undetected. It's also good for running around with the
ever they find it, but I've use netted and P2P'ed this thing all neighbors, grocery shopping, and visiting family. Personally, I
over creation. They'll never get rid of it at this point. don't have much use for it myself, except as a way to hide in
Let's start with the basics: To even find this little docu- plain sight, but that's me.
ment, you must have figured out you're a Nightbane. Bully for Your other form, the one that's not strictly human, that's
you. Now, any idea what that name means? your Morphus. That's the Nightbane aspect of you. It's in this
I didn't think so. Don't sweat it, you're not alone. In fact, if form that you are at your most powerful and, in a way, your
you ever figure it out, let me know. Nobody is really sure what most vulnerable. The Nightlords, their Hounds, their Hunters
we are, except maybe the Nightlords, and they're not talking. and other creatures of the night can smell you and sense you as a
The least I can do is tell you what most of us do know. Nightbane. In this form:, they recognize you as someone to fear.
And in your Morphus, you have the power to destroy them. Use
As far as we can tell, we ain't strictly human. Are we a com-
it. Use your powers to destroy them before they destroy you.
pletely different species? Maybe. Though since we seem to be
Trust me on that one.
born of human parents, that seems unlikely. More likely than
not, we possess some special ability, like a dormant monster The Morphus gives you Supernatural Strength, senses be-
gene or something that links us to the supernatural. Since Dark yond those of your average Joe Bagodonuts, and you probably
Day, that link changed us. That's good and bad, because while it have two or more special abilities that are a cross between
gives us superhuman abilities it makes us different, obviously magic and superpowers. Don't worry if you haven't figured
different. That's one theory. Another is that we are some kind of them out yet, they'll come when you are ready or need them
supernatural creature, like vampires (which exist by the way) or most. Wait, it gets better. We think we might- MIGHT- be im-
Changelings. We look human, were raised by humans, but we mortal. There are Nightbane said to be thousands of years old. I
ain't entirely human ourselves. Maybe we are half human, know several elders who are hundreds of years old and look like
half-supernatural being or Faerie Folk, or dragon, or some other they are in their twenties.
creature of myth and magic. You might be getting the gist that But don't break out the capes and tights yet. There are some
none of us knows exactly what we are, and you'd be right about obvious, and not so obvious, drawbacks to all this power. One is
that. you ain't quite human, my friend. Your family and pals might
Okay, here is something we do know. The Nightlords fear us. not be too thrilled with that revelation. Mine weren't. My own
We can hurt them. Hurt them and their stinking henchmen and father called me a monster and tried to kill me while mother just
demonic servants. That makes us humanity's protectors. Maybe wept. Not pretty. I never went back. That spells loneliness. Your
purpose as a Bane of the Night is probably to rid the world of
10
the Nightlords and other supernatural horrors that go bump in goals are not always the same. Our side in the war has no central
the night. Only you're a monster too. Or are you? Remember, leader, precious few resources, and many do not even know or
you were born human. Your Facade is human. You just look understand our own nature, let alone the nature of our allies and
like something that crawled out of aWes Craven movie. That's enemies. Still, we are the Earth's best hope for survival, so we
all harder to deal with than you might think. Ain't nothing press on.
worse than feeling like a freak, unloved and alone. Don't fret
Survival is what the Guide is all about. Survival is the first
none though, boys and girls, because you ain't alone, though
order of business for us soldiers in the Hidden War against the
there are times when you might wish you were.
encroaching night. For what good can you do humanity, or
The Hidden War. Years after Dark Day plunged the world whatever species you are fighting for, if you don't know how to
into an uncertain millennium, a shadow war rages across the get home from the grocery store alive?
planet Earth. It is a war fought in every corner of the globe, on
For the past several years, the forces of good (or sometimes
every continent, in every city and small town, and it has claimed
the forces ofNot Quite Evil, depending on who you are talking
thousands upon thousands of lives. It is a war that has shattered
about), have had to scramble. I mean, how do you battle an in-
nations, wreaked havoc on the planetary ecology and the global
human enemy that can read minds, inflict magical curses, travel
economy, and has touched the lives of every single person on
through dimensions, copy and imitate your loved ones, and liter-
the planet in ways most people don't even realize. It is a war
ally sniff out supernatural heroes where they hide? Many of the
whose outcome will decide the fate of humankind.
early soldiers in this war- the newborn Nightbane- did not sur-
Ironically, for the most part, Joe Average is utterly unaware vive the first few years. Those who did, however, have learned.
such a war is even being waged. There isn't any flag waving or We've gotten smarter. We've learned to use our powers better
parades. No History Channel documentaries about it or nightly and our numbers grow daily. We have established safe houses,
news updates. While there is no official body count, plenty of hidden strategic weapons caches, secured communications net-
people have died and many more suffer in its wake. This may be works, and developed code words for talking on systems we
the most important battle the human race has ever fought, cannot secure. We have become better at finding and recruiting
against a foe of unparalleled evil, and most people have never other Nightbane, and we are better skilled at sniffing out a rat
heard of it. Hell, this may be the first time you've been told when we smell one. We attack the Nightlords from the very
about it, so listen close. shadows these invaders once dominated. We save lives, the lives
of Nightbane and innocent people, we destroy minions, and
On one side are the Nightlords, enigmatic beings who have
challenge authority. When a battle is done, we fade back into the
covertly infiltrated nearly every government on the planet. Their
shadows and disappear without a trace. That's how this war
minions control the police, media, bureaucracy and militaries of
must be fought. On the streets, guerilla style.
nations across the globe. They employ fearsome supernatural
predators who can wield an array of frightening powers, often Introducing new blood into this war is not easy, but it is nec-
including the power to disguise themselves as humans and walk essary. The Darkblades wielded by the Nightlords' minions are
among us undetected. Those persistent stories about Dapple- regularly quenched in the blood of heroes, and the least experi-
gangers, they're real. There ain't no Body Snatcher Syndrome, enced of such heroes are the most likely to fall. To survive and
those bodies have been snatched. Taken by sinister forces under become experienced, successful veterans, initiates into the Hid-
the thrall of the Nightlords. Slowly, but surely, the darkness is den War must unlearn almost everything you ever thought you
dismantling human society, de-constructing every vestige of knew about the world and adapt to fighting the enveloping dark-
civilization brick by brick. Unchecked, the Nightlords will re- ness.
duce humanity to an incoherent pack of broken, starving, abused
New recruits must, whether you be young Nightbane who
and mistrustful victims, huddling in their homes. Slaves to fear
have undergone your first Becoming, apprentice mages, or ordi-
and darkness.
nary people drawn into a world of darkness, learn to live as war-
The other side in the war is a lot less clearly defined. The riors and survivors. You cannot call the police when you are in
Nightbane are part of it, or at least most of us are. So are numer- trouble. You cannot trust the authorities for it is they who hunt
ous groups that have sprung up since the Dark Day invasion of you and serve the Nightlords. Nor can you believe the lies spun
2000. Many founded by supernatural beings whose intentions by a media that is a dupe or complicit in the Nightlords' con-
outwardly appear to be good, or at least better than the spiracy. You must learn to distrust the people you once believed
Nightlords'. We Nightbane, our origin shrouded in mystery, in, and often place your lives in the hands of total strangers. You
seem to be the lynchpin of these efforts. We fight alongside the must often put the fate of humanity into the hands of those who,
Guardians, glowing beings with power over light, and on the outside at least, appear to be monsters. That would be
Wampyrs, would-be vampires who have shaken off the control you, my Nightbane brothers. You are humanity's salvation.
of malevolent Vampire Intelligences to decide their own fate
If you can't adapt to this shadow war, you'll quickly fall to
while still battling their eternal thirst for blood. An array of hu-
the agents of the Nightlords. Those who do adapt, may live to
mans that include men of magic, psychics, spies, soldiers and
fight another day, and pass on what they have learned to the
ordinary people also fight at our side. Many are victims of the
next batch of raw recruits fighting the Hidden War.
Nightlords who have suffered personal loss at the hands of the
Nightlords or borne witness to the carnage behind their curtain
- The Nightbane Survival Guide
of lies. These unlikely heroes try to work together, but they are
not a unified front, but comprised of numerous factions whose
11
Surviving a war in the shadows What makes the war even more complex is that these forces ,
both of which wield paranormal powers, must battle out of sight
This conflict, what the Lightbringers refer to as the "War of of a human race that would likely de troy them both if the truth
Light and Dark," is unlike any mankind has ever fought. The were known. Even the Nightlords, with their thousands of
closest analogy might be the Cold War fought between the Hounds, Hunters and other minions w ith magical powers and ar-
United States of America and the Soviet Union during the latter cane knowledge, know they cannot stand up to six billion fright-
half of the 20th Century, but even that analogy doesn't work ened humans who believe themselves to be under siege by
completely. The USSR and the USA were, for the most part, on demonic invaders! Most strategists believe a planetary uprising
an equal footing with comparable re ources, techno logy and resulting from worldwide knowledge of the ightlords' nefari -
military might. However, they fought through agents, back-alley ous plans (especiall y if the true intent of King Moloch became
espionage, as a sination, and through proxy wars in other coun- known) would cause the fall of the ightlords in a matter of
tries. weeks, maybe even da ys!
The ightlords and the good guy factions arrayed against So why don't the ightbane and their allies just go out and
them are in no way on equal footing. Almost all the advantage unmask the ightlords to the rest of humanity? Easier said than
would eem to go to the ightlords. The factions, like freedom done. There are several problems with that idea.
fighters of old , must fight an asymmetrical war. Their small
First, the Nightlords control the media and the telecommuni-
numbers, flexibility and unpredictability are their strongest
cation industry. There is no way to ensure such a message
weapons to oppose the monolithic evil of ightlord domination
would ever get to the masses . The ightlords have instituted a
and corruption. They must hit and disappear, almost never stand
five-second or more time delay on ALL major media outlets
their ground, and choose targets that inflict the maximum dam-
across the planet, allowing them to intercept images and stories
age to the plans of the Nightlords with little risk to themse lves.
of ightbane battling Hounds in the streets, their avatars being
Meanwhile, the Nightlords use their numbers, the authorities in
exposed during press conferences, and the obvious use of magic
their pocket, the media under their control, their dark influence
in public. It is only through the tabloids, pirate radio stations and
over human society, and their lack of any notable morals to try
the Intemet that small bits of information have gotten out.
and smother the rebellious factions once and for all.

12
Second, it is almost too incredible to believe: Demonic be- monic invading army, means you shouldn't go announcing the
ings have invaded and infiltrated the highest seats of power fact that you're a Nightbane to anybody and everybody. Fortu-
throughout the world. That is the stuff of science fiction, comic nately, Mother Nature, God, or whoever, gave us a natural de-
books and horror movies. Many people have heard words like fense mechanism: Our human facade.
Nightbane, Nightlords, and others, as well as stories about mon- Once you are in your Facade, only another Nightbane is able
sters, strange occurrences and cover-ups, but they treat it the to sense what you truly are. Use this! A good rule of thumb is to
same as they treat belief in UFOs, Bigfoot and the Loch Ness keep your Facade activities distinctly separate from your
Monster. Maybe they are real, maybe they are not, but the vast Nightbane Morphus. You don't see Clark Kent battling evil be-
majority of the population on Earth places a higher priority on fore he takes off his glasses and puts on his cape and tights, do
the cost of a double latte than on proof of the existence of mon- you? No, of course not. You need to preserve your secret human
sters. Except for the Nightbane Survival Guide online and identity. If for no other reason than it may be the only way to
young people who dare to question the status quo, virtually no hide from the Nightlords.
word about the Nightlords has seeped into the public lexicon. Hell, some Nightbane don't even show their Facade to their
The media seldom covers the subject, and when they do, they own allies, living two entirely separate lives. But this means al-
treat it as "kook" literature and eyewitnesses or believers as nut ways meeting with other Nightbane in Morphus. That's easy if
cases to be mocked and laughed at. you have a Morphus that can pass for a normal human in the
Another problem with revealing the existence of supernatural dark or under a trench coat, not so great if you're sprouting bat
beings on Earth is the fact that humanity is not likely to make a wings and have skin that looks like it's made out of tree bark.
distinction between "good" supernatural beings and "bad" ones. Traveling as a monster means back alleys and sticking to the
Most normal humans who have been exposed to the supernatu- shadows. Fortunately, most people don't want to believe we ex-
ral only feel comfortable around Guardians and the most "Ken" ist so they deny seeing us and only about one third report a
or "Barbie" looking examples of Nightbane. In the event of a 'monster sighting.'
grand revelation regarding the existence of monsters among Try to maintain a job, a place of residence and at least an illu-
them, humans are likely to destroy the Nightbane, Wampyrs, sion of normalcy, even if you have another source of income.
psychics and practitioners of magic right along with the- You just hacked a Night Prince's off-shore account for several
Nightlords and their minions. Remember the Salem witch trials? million? Wonderful. Now be discreet about it. If Jimmy the shoe
Why take chances, bum everyone who is different. salesman suddenly buys a Jaguar on eight bucks an hour, some-
Even the Spook Squad, which is almost entirely human in one notices.
membership but knows about and works with Nightbane against A lot of us laugh and chide the Warlord Faction (and there's
the conspiracy of the Nightlords, hesitates to reveal the exis- a lot to laugh at and way more to chide), but you can say this for
tence of the Nightlords to humanity. They don't think it will be them: They have wonderful money laundering resources. It's no
a good idea for humanity to toss the Nightlords all at once. For shame to drop a few Benjamin Franklins in the hands of the lo-
one thing, that will leave NOBODY in control, and once that cal Warlord gang leader to put you in contact with a guy who
control is lost, there's no telling who might take up the mantles can 'fix' your standing with the IRS so that nothing seems to be
of leadership across the globe. For another, they would like to amiss. Trust me, that will be the least of your sins in the long
ensure that when the Nightlords do finally fall, they will be re- run.
placed by the leaders of Spook Squad or their puppets.
Next, and I would really hope this would be obvious, but you
Finally, many of the supernatural beings opposing the never can tell, pick a street name for yourself. You know, like
Nightlords fear the possibility of a "scorched Earth" policy. If you do for your online name. Most Nightbane tend to pick a par-
the Nightlords believe they will lose, they might unleash Arma- ticularly noteworthy or unique aspect of their Morphus or their
geddon and utterly destroy the planet by letting loose the personality. Sometimes, other Nightbane just start calling you
world's nuclear arsenal. They are, after all, the leaders of na- something they think fits and it sticks for life. Personally, I'd
tions that possess such frightening capabilities, and the choose my own if I were you. Some of us have a sick sense of
Nightlords are without mercy or compassion. If they lose, EV- humor, so you don't want us picking your street name for you.
ERYONE loses. It's a tricky situation. First, this keeps you from having to be called by your Facade
So both sides, in silent agreement, keep the war from the name while in Morphus form, which would defeat the entire
eyes of humanity. At least for now. point of having a Facade and secret identity, now wouldn't it?
Second, a Doppleganger is much more likely to roll over on
Keeping to the some vital information if being pressed by Knifehand Jack or
Countess Bloodraven than they are for John Fairchild or
Brittany Jones. And even if you're lousy at picking out a street
Shadows after Dark Day name, you can still sucker punch 'em while they're laughing at
Excerpts from the Nightbane Survival Guide your nom de guerre. Oh, and don't tell your girlfriend/boyfriend
Stay Hidden. your secret identity just because he or she puts out. I don't care
how much you're in love, it is ALWAYS a bad idea. Things fall
Let's be real. You're a freak and you probably look like a
apart. People change and love can die. If you have gone and told
horror show when you change, unless you're a Barbie or Ken, in
all your secrets and now you've got a spurned lover, you have a
which case, screw you, lucky bastard. This inescapable fact,
lot more problems on your hands than getting your music col-
combined with the reality that you're being hunted by a de-
lection back.
13
Lastly, in the secret identity department, take a cue from CIA, KGB and other intelligence-gathering agencies. But the
house pets everywhere and don't crap where you eat. What I world ofNightbane® also has magic, psychics and the supernat-
mean by that is keep your Morphus activities away from those ural, which has given rise to all kinds of new tactics as well.
of your Facade. Don't use your home as a meeting place for the What follows is a list of espionage tactics and ideas put to
local Resistance cell. Don't keep that enchanted sword on the frequent use by Nightbane factions and other secret groups after
wall over the mantle, and don't run www.destroy-the-preserver- Dark Day. All are presented in the genuine, and many of the al-
party.com from your home computer. It's stupid, and it WILL tered versions of the Survival Guide.
come back to haunt you.
- The Nightbane Survival Guide Clean Cell Phones
The constant use of so-called "clean" cell phones is one of
Game Master Note: One of the coolest things about the the most common safety tactics employed by all factions. Step
Nightbane® RPG is that it incorporates elements of the super- one is having a hacker provide the character with a listing of un-
natural, the mystical and superhero action with horror, espio- used phone numbers in your area. This list, obviously, must be
nage, mystery and suspense. Games can, and probably should, regularly kept up to date. Generally, each faction has a hidden
have some big smash-up battles from time to time, with player website or an old-style BBS (Bulletin Board System) where
characters going ali-or-nothing against packs of Hounds or an members can check in and look up a consistently updated list.
Ashmedai or two. However, the Nightbane and other factions Next, the user ofthis technique purchases unused cell phones
operate successfully after Dark Day by keeping to the shadows. for each mission. Using their own knowledge, or a tutorial on
And player characters are more likely to survive until tomorrow the website where they got the phone list, they convert the cell
by knowing how to do so themselves. phone to an unused telephone number off the list. Anyone with
To survive in a world falling increasingly under the control Computer Hacking can do this themselves in about 10 minutes.
of the Nightlords, the Nightbane need to keep their identity a se- Fortunately, with the stagnation of technology, cell phones in
cret and fight from the shadows. Some of these tactics can be Nightbane are older (a little bulkier) and a lot less secure than
gleaned from the Cold War mental chess matches between the the one you probably have in your pocket right now.

14
Finally, the operative uses the cell phone for one mission or price is priced high enough to discourage genuine interest, but
one purpose, and when that mission or purpose is complete, the not ridiculously high. The price is soaped onto the window. But
character discards the phone. A "pay as you go"/disposable cell look closely at that $10,659 price tag and you'll notice that
phone is untraceable and suitable for such use as well. sometimes the last three digits change. Not all at once, and not
The advantage of this is that a clean cell phone allows safe all the time. But in a few days it might read $10,959 or $10,640.
communications between members of a group when on a mis- Most people wouldn't notice. But any member of that particular
sion without them having to know or trust each other com- faction working in the area will know that changing the 6 to a 9
pletely. If a group of individuals from different factions have to means there's a meeting tonight at another safe house across
work together for just a few days, they might all bring clean cell town. If the 5 changes to a 4, it means the Nightlords have be-
phones for the mission, exchange those numbers, and then dis- gun an expected operation against the faction. And if the car is
card the phones after the mission is complete. Only close friends ever marked "sold" it means the Nightlords are gunning for ev-
and allies have their real phone numbers or e-mails. Also, it's ery member of the faction in the area!
very hard to trace the calls to any one particular person, mean- Likewise, similar messages might appear on the bulletin
ing that even if the calls are intercepted and overheard, it is still board at a local grocery, hardware store, library, civic center and
impossible to trace the source. other places that might allow such things. The same tactic can
Discarding a cell phone can be tricky in the Nightbane set- be used in online message boards, ads, and profiles, and so on.
ting. The user does not want to just drop it or throw it away The use and application of coded messages is only limited by
where it might be found. An enemy with Object Read or Im- the imagination. Such a message could be an out-of-place letter
pression is able to use their ability to read the object and learn a on a gas station sign, graffiti on an alley wall, a message about a
lot about the user/owner. Furthermore, unless the character missing tabby cat stapled to a lamppost, even which flowers are
wiped the phone clean, he may have left fingerprints on it, and planted in a garden facing a busy street. Unless you know the
the Nightlords can use the NSB, the local police, and any num- code, you aren't likely to even know what you are looking at.
ber of other law enforcement agencies to run the prints, identify You've probably seen an ad in the classified section of your pa-
the user, and track him down. per that just quoted a bible passage. That's a classic example of
The best way to dispose of a cell phone is to convert it back this tactic.
to normal, erase its memory, and then sell it to one of those cor-
ner store electronic goods dealers you see in many urban areas. Dead-Drops
Most of them ask no questions, and once they purchase the This is a pretty well-known, but still effective, tactic. A par-
phone, ownership changes hands, making it useless for Object ticular location is used to pass sensitive materials between oper-
Read and Impression. atives, some of whom may have never met. This location is
cleverly hidden, but easily accessible, with some way to signal
Public Coded Messages another operative that there is something that needs to be picked
This is a highly effective way to get out a limited message to up.
a lot of people with virtually no risk. The tactic is simply to For example: The underside of a dumpster in an alley is used
have some number or message displayed in a public place that as a Dead-Drop. Operatives know when something needs to be
can be changed at will to convey different meanings without let- picked up because the dumpster (on old rusty wheels) will be
ting on to the general public that the message has any impor- moved four feet further up the alley than usual. The information
tance or special significance. is taped to the bottom of the dumpster, which is so heavy, only
In the old days, this was done in newspapers. Someone someone with Supernatural Strength can move it easily. Infor-
would take out a classified advertisement that read like gibber- mation is only put there on Tuesdays, because garbage pick-up
ish, an inside joke, or even an ordinary ad, but with a secret is on Monday, giving an agent a week to get the information.
code or key words that meant something to those in the know. Once the information is retrieved, the receiving agent moves the
For example: In the classifieds you might see, "Joan, your cup dumpster back to its normal place, letting whoever dropped off
runneth over. Red is the new black. " Or, "Missed you at the the information know the package was received.
party last weekend. See you at the dance hall next Saturday Dead-Drops may be airport or bus terminal lockers (very
night." Newspapers would print these things if you had the common during the Cold War), bird feeders, the trunk of an
money, no questions asked. Many such messages were actually abandoned car in a bad neighborhood, a hollow tree stump or
coded espionage messages for any agents of a particular group anything that looks innocuous, has a space to hide a small pack-
in an area (such as Washington, D.C.). Every agent of, say, the age, is reasonably secure, and will generally go unchecked by
KGB, would know to buy the paper on Sunday and look for the average passerby.
such a message. The above message could be aimed at a particu-
lar female agent, telling her it was time to put a particular plan
into motion. Other messages might be a warning for everyone to Invisible Informant
keep their heads low for a while, or where to meet, or where to Only possible in a supernatural world, this tactic relies on
attack, or notice to put a major plan into action, and so on. someone having the ability to become invisible or use some
This tactic has a LOT of flexibility and can be really easy to other method of concealment. Using an Invisibility spell or the
hide in plain sight. For example: A head agent puts a used car Nightbane Talent of The Shroud, an operative can meet with
for sale outside of a safe house. The car is a junker, and the sale very public figures who might be under surveillance by the

15
Nightlords. This could be a Mayor who was never replaced by a of them, and uses their body to pass on a message, deliver a
Doppleganger, or a news reporter who has seen the light, or a package or even deliver weapons, money or important equip-
fellow Nightbane/operative under suspicion by the authorities, ment. Have a buddy in jail? Use Hypnotic Suggestion to make
and so on. They might, for example, walk their dog every morn- the guard pass him a key, money or weapon. Need to get impor-
ing at 6 a.m. At that time, an invisible contact will be standing tant information to a famous actor? Mind Control the waiter
on the comer, and slip a message into the other person's pocket serving his table to give him a letter or package.
or speak to him to deliver a message when he stops to let the In some cases, evil individuals have used the unwitting vic-
dog "water" a fire hydrant. Or they might run alongside for a tim to engage in even more dangerous operations, such as steal-
moment and have a brief conversation, passing along vital infor- ing something, breaking and entry, causing a distraction, and so
mation. on. Likewise, a Flesh Sculptor might alter the face of a homeless
A variation of this uses the psychic ability of Telepathy. The person once a week, using his or her face as a means to convey
deputy police chief, sympathetic to the Lightbringers, might eat information, like a twisted version of a Public Coded Message.
lunch at the same cafe every day. When he sits down, he begins The Cult of Night is known to have passed on sensitive informa-
"thinking loudly" about crucial information. A psychic member tion by killing an innocent person and leaving their body in a
of the faction, two tables away, uses Telepathy to read his sur- public park. The means of murder contained the message, mean-
face thoughts and get the information. Likewise, the telepath is ing if the victim was beheaded, cultists were to target a particu-
able to send another person information or hold a silent conver- lar political official, if a hand was missing it meant something
sation via mental telepathy. else, and if the person was completely chopped up, the cult
needed to disband for a while until things cooled down. Horrible
The danger of this tactic is that if someone can see invisible
and cruel, but effective.
beings, detect psychics, or use Telepathy himself, the gig might
be up. However, this would require them to suspect the individ- Game Master Note: The one connecting thread between all
ual in the first place. If there is no suspicion, these methods of these different tactics is that they allow the user to pass crucial
communication could continue indefinitely. information to others while keeping his identity unknown, at a
distance and relatively safe. Applying these to a role-playing
Astral Spotter game can lead to endless fun and adventure, especially when
things go wrong.
Available to people who can Astral Project, particularly those
who have the ability to become an Astral Ghost without trans- What happens when a young boy, hiding from bullies, scur-
ferring to the Astral Plane. An Astral Spotter is often sent ahead ries under a dumpster and finds a CD with vital information
to scout out the site of an important meeting, particularly be- about the Preserver Party? Who does he tum to? How many dif-
tween members of different factions. They fly around, look ev- ferent groups may be hunting this boy for the information? Does
erything over, and make sure there is no ambush or trap. They he know what he has? Does he tell anyone? How does the infor-
can read over shoulders, peek inside locked boxes and trunks for mation being accidentally intercepted (or destroyed) affect the
bombs and generally make sure there are no nasty surprises. situation and the player characters? Do they miss a critical meet-
ing or battle? Does an innocent person die, or an evildoer get
There have been times, however, that the Astral Spotter
away? All questions that can add to the elements of an adven-
never reported back. Sometimes the other guy brings his own
ture or campaign.
Spotter, and they might be faster, more powerful, and more ruth-
less than your own. When a Spotter doesn't return, it is a safe A good friend of one of the player characters complains of
bet he has been captured or destroyed. nightmares about meeting with a horrible monster. Has he been
made an unwitting pawn? Is he just being used as a go-between,
or has he been hypnotized to betray all he knows and loves at
Unwitting Go-Between the proper time?
Never underestimate the value of a dupe or pawn. While us- Are the bodies being fished out of the river once a week a
ing somebody without their knowledge may be morally ques- message to someone? Or were they all members of the Seekers
tionable, it is an excellent means of passing information to who used one particular phone number for their "clean" cell
someone who knows the unwitting go-between has the data he phones?
needs. This can be accomplished through various means. The
One of the player characters' full name appears in a classified
simplest is to use a person in a way similar to the Public Coded
ad in the newspaper along with a cryptic message. Is someone
Message to deliver a message without even realizing it ("Hey
trying to contact him? Warn him? Lure him and his buddies out
Ted, tell Bob at the restaurant he shouldn't miss seeing the
of hiding? Could someone have put out a hit on him? Is the en-
Black Orchard perform on Monday.). Likewise, the patsy can be
tire group compromised?
used to deliver packages, documents and sealed letters, without
ever realizing he's the go-between or doing anything nefarious Not only do these tactics add a lot of depth, realism and
or dangerous. However, the most effective method involves role-play opportunity to a Nightbane campaign, but they can
psionics or magic. also be the gateway to worlds of adventure and intrigue!
A psychic, magic user or someone with the power to domi-
nate the human mind finds an unsuspecting victim, takes control

16
into something inhuman and, usually, grotesque, is a whole
other level of shock and trauma. A trauma that is, sadly but un-
derstandably, all too often followed by fear, loathing and rejec-
tion.
However, for many Nightbane, their Becoming occurs when
they are alone, or takes place in a secluded place or among peo-
ple who don't know them. Such Nightbane have a choice to ei-
ther leave their previous life behind and start a new one as a
supernatural wanderer, warrior, hero, criminal, magician, or
scholar, or attempt to hold on to their previous life to some de-
gree. Holding on to the old life not only provides an anchor and
support system for the frightened Nightbane, but also a secret
identity that enables him to hide among ordinary people. Those
who manage to keep some portion of their life and relationship
with people, also have a tendency to be better grounded, hold on
to their humanity, and deal with accepting their superhuman na-
ture.
We might all imagine what it would be like to have special
powers and be a superhero, and it might sound fun and wonder-
ful, however the reality is a sour pill to swallow. Super abilities
alone would make a person different, an outsider or a freak.
Now add in the fact that a Nightbane transforms into something
inhuman, and often horrific or frightening, and he is an instant
outsider. Something inhuman and terrifying. A monster.
How many people, even a loving parent, sibling or best
friend, can accept their loved one as a monster, especially some-

You are Nightbane thing that looks hideous or demonic? Even under the best condi-
tions it is traumatic for everyone involved, and that includes the
Nightbane. As a teenager or young adult, the individual is al-
Now that you've come to grips with the fact that this ain't a ready struggling with issues of identity, purpose, self-worth, so-
nightmare you can wake up from, you are probably trying to fig- cial acceptance and a sense of alienation. Multiply those a
ure out your next move. hundredfold when that teenager discovers he or she is a monster
That next move depends a whole lot on what has happened with supernatural powers. A monster secretly hunted by evil
up to this point. To keep things simple, we are going to assume forces. To say it is a lot to deal with is putting it mildly.
no one saw you tum into a creature that looks like it crawled out "Don't judge a book by its cover" takes on a whole new
of a B-grade horror flick or the Twilight Zone. In that case, you meaning. Fear of rejection, being hated and not fitting in be-
now have a very important choice to make. Do you try to hold come reality. How would you react to discovering you can tum
on to what's left of the life you still have, or do you go for broke into a superhuman monster? At first, it might be horrifying and
and start over as your new, freak show Morphus? debilitating. Some might never accept what they are and keep
At the end of the day, only you can make that decision, but their powers locked up inside them and concealed. After awhile,
either way, your life will never be the same. Just remember, others might find it exciting, exhilarating and fun to be superhu-
there's good and bad things about whichever way you go. Now man. That, however, opens up a whole new can of worms. Does
as for you people that gave your Granny a heart attack, we will the person use his or her powers responsibly, and what exactly
get to you in a minute. does that mean? Is the person a hero, a villain, or a freak? Is he
- The Nightbane Survival Guide the inhuman monster his outside appearance might suggest, or is
he a hero inside the body of a gargoyle? Does that power go to
For some Nightbane, the Becoming destroys their previous his head and make him a bully, a brawler, or worse? Or does he
life by alienating them from their family, friends, job, and pretty use those powers to help, build and save lives?
much everything else they used to know or consider normal. Every person is different, and every Nightbane will respond
This is especially true if the individual transformed into a to his "Becoming" in a different way.
Nightbane in a public place or in front of his family, friends or Those who walk away from their old life after their first Be-
workmates. It is pretty hard to deny you are a monster when coming typically either don't have the most desirable life to be-
that's exactly what you look like and Mom and little sister are gin with (or at least feel they don't) or are afraid of what might
screaming their lungs out, little brother is pulling them away happen to them, their family, or their friends if they were ever
from you, and Dad is fumbling for his shotgun or pistol. If you found out. These Nightbane either go it alone using their wits
think it is hard coming out of the closet about being gay or hav- and powers to survive, fail to do so and perish at the hands of
ing a drug problem, revealing to your family or friends you are a the Nightlords, vampires, or enemy factions, or they join forces
supernatural being who can transform from an ordinary person with similar individuals or like-minded factions in an attempt to

17
forge a new life. Many of these confused and alone Nightbane and all manners of complexities involved in pulling such dou-
end up amongst the ranks of the Warlords or the Underground ble-duty.
Railroad because they have nowhere else to go and both factions Difficulties & Considerations of Maintaining a Normal
actively recruit newcomers. Life. Maintaining the appearance of a normal life means contin-
Of course, there are also those who take the opposite route. uing with at least some level of normal daily activity. Whether
They attempt to hold to their old life while denying their super- such activities consist of school, work, or even grocery shop-
natural nature. These individuals hide behind their Facade and ping, it involves going out in public and interacting with other
try to pretend that their Becoming never happened, that every- human beings. Unfortunately for new 'Banes, this can be a rec-
thing is still normal. Such individuals are extremely resistant to ipe for disaster.
efforts to recruit them and resent being drawn into the Hidden Exposure to potentially emotionally charged situations may
War by others like them. Unfortunately for them, things are def- cause a Nightbane to lose control and change from his human
initely not normal, and often their human Facade doesn't last Facade into his superhuman Morphus in the middle of a public
and they are discovered by one side or the other. venue, in front of friends, loved ones, co-workers or even the
Sometimes, Nightbane are drawn into the growing conflict authorities, or just as bad, in view of any number of public or
by witnessing evil acts perpetrated by man or monster against private surveillance cameras or clicking cell phone cameras. The
innocent people. This makes characters of good alignment (and authorities will not take long to arrive on scene, and the NSB
even Unprincipled characters) feel obligated to use their abilities (National Security Bureau) is ALWAYS immediately notified
to help others, right wrongs, and oppose the Nightlords. Other of 'monster sightings.' If the NSB makes it there before the
times, Nightbane are forced into accepting their nature (albeit Nightbane gets away, the agents will try to capture or destroy
grudgingly) by being attacked by the minions of the Nightlords, him. Furthermore, Nightlord minions, disguised as humans
losing control of themselves in front of others (anger, fear and (even as NSB agents) or lurking in the shadows nearby, may get
frustration are common catalysts for a transformation), or some involved in the apprehension of Nightbane, especially in night-
other unfortunate occurrence. An accidental or forced revelation time scenarios. This means a young, inexperienced Nightbane
often makes the reluctant Nightbane bitter and depressed about can get in over his head fast. Furthermore, he may have just
being outed and probably feared, rejected, and hunted. Like- blown his human secret identity.
wise, there are selfish or evil aligned Nightbane who would Ifthe Nightbane chooses to stand and fight, his best bet is to
rather operate independent of any group to do as they please and do so only long enough to effect an escape. This is because the
resent it when they are dragged into a conflict they never wanted Nightbane are sorely outnumbered, and while it may be Namtar
any part of (usually because they are targeted by the minions of and Dopplegangers that arrive on scene at first, if the 'Bane
the Nightlords). Likewise, some Nightbane of selfish or evil proves to be a problem, Hound Masters, disguised Hounds,
alignment hate what they are so badly, or are so hateful for be- other minions, and even Night Princes are likely to be called in.
ing rejected by loved ones, that they tum against humanity and They will also attempt to force the Nightbane into a secluded
their fellow Nightbane and choose to serve the Nightlords. area (such as a back alley, empty lot, abandoned building, park-
Thankfully, such turncoats are a tiny minority, as selfish and ing garage, sewers, etc.) away from the public eye so that the
evil Nightbane are often the most bloodthirsty and ruthless in minions can unleash their full power to pacify their target. Fur-
the battle against the Nightlords and their minions. thermore, other Nightbane are reluctant to make public, daylight
Finally, there are the majority of Nightbane, who attempt to appearances to help for obvious reasons. Thus, the Nightbane is
lead a "dual-life" much like comic book heroes and villains. on his own.
These individuals are unwilling or unable to give up their "hu- Running away from a large-scale conflict with the authorities
man" identity, but realize that ignoring their new powers and and/or the Nightlords is almost always the better option. The
place in the world as Nightbane is not an option. Sooner or later, 'Bane stands a good chance of managing to escape, lose his pur-
the Nightlords' minions will track them down, so they might as suers and either find a place to hide or return to his human ap-
well take a stand, even if it is motivated by pure self-preserva- pearance and lose himself in plain sight.
tion. Such "integrated" Nightbane try to live a relatively normal Extenuating problems may become an issue. Not only does a
life by day and in the public eye, but work to thwart the lone Nightbane or small group of 'Bane stand a high chance of
Nightlords in secret. Many go on night patrols when the de- capture or destruction in such an unfair public or daylight con-
monic minions are most active, to engage them in the ongoing frontation, but there is also a high chance of damaging surround-
shadow war. Others work behind the scenes digging around for ing property and harming innocent bystanders. On top of that,
information they can use against the Nightlords or one of their such a fight is likely to bring a concentrated force of minions
evil plots, while still others work to find and help other down on the neighborhood, district, or even an entire town or
Nightbane survive in a world of shadows, conspiracy and war. city in order to "secure the area" and "restore order" - not to
ALL take action against criminals, vampires, Nightlords, and mention deal with any bystanders who witnessed anything they
their minions whenever the opportunity presents itself. Like- weren't supposed to see.
wise, most Nightbane are rather obsessed with finding out more
If that weren't bad enough, the disturbance may interfere
about themselves, the 'Bane as people/race/society, and how
with the operations of one or more local factions. Such an in-
they can better oppose the Nightlords. This often means getting
convenience can, in tum, cause all manner of unpleasantness for
involved with secret organizations/factions, magic and the su-
the Nightbane responsible (although the Resistance, Under-
pernatural side of the world. However, there are risks, benefits,
ground Railroad, Nocturnes, and even the Lightbringers are
pretty understanding when it is a new 'Bane who loses control).
18
Such unpleasantness can take the form of a scolding, beating, etc.). While reverting back into the human Facade is the goal, it
sanctions, or, in rare cases, death! Although when dealing with must be done away from people who know the character, away
the Warlords or Spook Squad, that last one is not so rare. The ul- from security cameras, and preferably with no eyewitnesses.
timate outcome will be determined by which faction one is deal- That may be a more grueling task than one might imagine, espe-
ing with, how bad the ruckus hurt the goals of their cially in a crowded school, college campus, concert hall, office
organization, and what reasons the offender can offer for creat- building, or downtown or other busy urban area. Furthermore,
ing the uproar. the character needs to regain his composure and self-control in
Despite the fact that running is often the better option, it is in order to shift back to his Facade. Again, that's harder than it
no way easy. First of all, if the Nightbane is not familiar with sounds when you are on the run and fighting for your life.
the area, he has no clue of where to go, must act on instinct and Maintaining control and avoiding public exposure means
fast thinking in a fly-by-the-seat-of-the-pants escape. Being un- learning to control one's anger, fear and stress - which is not
familiar with the area may mean running right into a dead end or easy, especially for young adults already under considerable
the hands of the enemy! Skills such as Roadwise, Streetwise, stress as a Nightbane with a dark secret. Crowded stores or
and even Land Navigation can be a great help in such a situa- streets, driving in traffic, large social events such as concerts
tion, though they offer no safe bet of delivering the individual and political rallies, all are examples of situations that might
from his pursuers. Still, a Nightbane may have speed, agility or trigger a Becoming or cause a Nightbane to switch from Facade
powers that can help him to escape, and fast action and a little to Morphus. Likewise, fear of injury or death, rage, sorrow,
luck is likely to make his escape a success. frustration and similar powerful emotions brought about by any
The secret to a successful escape is a) getting away before number of things (being fired or expelled, being threatened or
reinforcements arrive, and b) eluding, or hiding from, the en- attacked, a car accident, seeing a loved one endangered, physi-
emy. Eluding means getting out of sight- not just from pursuers cal or mental torture, self-preservation, etc.) may create an emo-
but from witnesses - long enough to tum back into the human tional rush that triggers an instinctive transformation into the
Facade and lose oneself in the crowd, inside a store or building, more powerful Nightbane Morphus.
and looking normal and innocent. That's hard to do if one's
clothes are ripped to shreds or the character is bleeding from a Stress-reducing techniques such as muscle relaxation, medi-
gunshot wound or battered from a serious fight. Likewise, hid- tation, breathing exercises, mantras, soothing music, and even
ing may be complicated by the surroundings, presence of wit- sedatives can help combat stress and anxiety. However, they
nesses, and even the character's Morphus form (moves slow, may be useless against sudden, unexpected and acute emotional
stands out too much, is too large to fit in small hiding spaces, spikes. Likewise, some Nightbane may have to fight the tempta-

19
tion to 'go hero' and use their abilities in situations where other to save vs possession, illusions, all forms of mind control and
people are in danger and in need of help. charm based attacks and influences!)
Another source of stress, fear and anxiety involves dealing Maintaining a personal relationship with people unaware
with all the issues that come with being a Nightbane. Whether of the Nightbane's monstrous aspect is likely to be difficult.
this is as simple as learning about one's self or using one's pow- Discovery, rejection and betrayal are a constant source of con-
ers or as complicated as dealing with life as a Nightbane or cern. For the Nightbane who choose to stay amongst their
fighting a guerilla war against the Nightlords, it takes a consid- friends and family, it usually means not only hiding their super-
erable expenditure of time, thought, emotion and effort. For ex- natural nature from the enemy and society at large, but also
ample, if a 'Bane has a typical nine to five, blue collar job or those they care about. This can take a severe emotional toll on
attends school, it means he probably has to relegate his "other the Nightbane living a dual life. On top of having to monitor his
activities" to nights, weekends and time off or risk losing his job own emotions around loved ones (especially difficult during an
or failing school. Even operating at night poses all sorts of a argument), the Nightbane can never truly "relax" or be himself.
problems including lack of sleep, physical exhaustion, getting This is all the more difficult if the 'Bane feels his Morphus is his
hurt or captured, escaping trouble, maintaining his secret iden- 'true' form or identity. Only a small number of Nightbane ever
tity, and not bringing trouble back home with him. believe they are able to reveal their supernatural nature to their
A secret life as a crusading hero means sacrificing hobbies, closest friends and family members. Most, however, have to
recreational activities, human friends, and probably a normal so- deal with keeping their dark secret every day of their lives.
cial life. After a short while, most Nightbane involved with Staying among friends and family also runs the serious risk
other factions and fighting the Nightlords find themselves for- of putting their lives in jeopardy. If the Nightlords, vampires, or
getting about an ordinary life and becoming obsessed with even a rival faction discover the identity of the Nightbane, they
learning more about the Nightbane and their purpose, destroying may use their family to get to them for whatever reason they
"real" monsters, stopping the Nightlords and saving lives - es- may have. The Nightlords love to threaten a Nightbane's family
pecially the lives of fellow Nightbane. When one becomes in- to lure him and any associates into a trap, blackmail them for in-
volved in any kind of life and death mission, the frivolity of formation or services, or to tum them against their teammates or
comic books, videogames, movies, friends, school, work and a faction. Or the demonic Nightlords may decide to slaughter the
normal life becomes secondary at best. The mundane concerns Nightbane's entire family and/or friends, or worse, replace them
of everyday life become unimportant in the greater scheme of with Dopplegangers or Namtar to spy on the Nightbane, or en-
the Nightlords' conspiracy and secret invasion of our planet. gage in other cruel forms of retribution for actions against them.
The heroic (or vengeful) character never seems to take a day off. Likewise, the more unscrupulous elements of many factions
He is consumed with saving innocent lives, helping fellow have no qualms about using an individual's family and friends
Nightbane, and interfering with the plans of the Nightlords and in a similar manner, though they tend to use this tactic less often
their minions. That's why some Nightbane eventually give up and are much less likely to kill their "leverage."
keeping a life for their Facade and spend most of their time as a It is no surprise then that family ties and other relationships
Nightbane working against the Nightlords. may be abandoned by a Nightbane altogether. Such 'Bane may
As laudable as that may sound, if not careful, these would-be leave home and break any and all ties with friends and family,
heroes can become battle hardened and cold-hearted. Worse, starting anew somewhere else, or associate only with other
they may lose touch with their own humanity and become mon- Nightbane and 'soldiers' in the Hidden War. Once one becomes
sters lost to vengeance and murder. Others bum out or get care- immersed in the shadowy world of the Nightbane, it just seems
less. Experienced or new to the scene, Nightbane locked in the easier to surround oneself with other Nightbane, supernatural
conflict of the Hidden War or the life of a superhero suffer from beings and people "in the know" regarding the Nightlords' inva-
physical, emotional and psychological strain. While Nightbane sion. It's also more relaxing to associate with people who accept
may be resistant to physical fatigue, a constantly full schedule the Nightbane for what they are.
can lead to a prolonged lack of rest and physical exhaustion. It The most extreme Nightbane reject contact with all other
can also result in a lack of clarity. Mental fatigue, stress, worry people, even their own kind, and become reclusive hermits who
and anxiety can wear out the most positive and resilient mind. A try not to socialize with anyone. Such loners tend to be some of
character suffering from mental fatigue will not be as aware, the most depressed and cynical Nightbane alive. They believe it
sharp, quick on his feet, or capable of making the best choices is best not to have people you care about and they shun social
and decisions as he should be. This is true even of the heartiest, interaction. They also try to ignore what the Nightlords are do-
biggest, most powerful Nightbane. It doesn't matter if the 'Bane ing and stay out of conflicts with them and their minions. Some
is a walking tank, he still has a very human mind inside that hermits like to stay on the move, so they don't become attached
hulking, armored body. The human mind needs moments of to any one place as home, or get too complacent or feel too safe.
calm, peace, joy and rest to stay in top working form. Without Among the Nightbane who dedicate themselves to the
it, he becomes tense, irritable, stressed out, emotional, dis- Hidden War or a life as a hero, there is the issue of how they
tracted, forgetful, reckless or confused. Decision making suffers support themselves financially. Some Nightbane take on
and the emotionally or mentally exhausted individual becomes a part-time jobs or do work that has flexible hours or allows them
threat to himself and his teammates. (Penalties for mental fa- to work at home. Others take the Robin Hood approach, stealing
tigue: Reduce Perception Rolls by half, M.E. by 1D6xl0%, money and gear from Nightlord operatives, operations and re-
M.A. by 10%, skill performance by 20%, -1 on initiative, and -2 sources. Such a Robin Hood crusader steals money from the
wallet of a fallen NSB agent, charges up the agent's credit card,
20
and takes weapons, equipment and even vehicles used by any people with whom you are happy to return the favor. You don't
servant of the Nightlords. This may go so far as to include any want to be indebted to people you don't like or trust.
law enforcement agency, from local police to Homeland Secu- - The Nightbane Survival Guide
rity and even the military (all believed to be pawns and servants
of the Nightlords ), to private companies and bank holdings be- Having contacts is an important element to a Nightbane's
lieved to be owned by a Nightlord or Night Prince. Likewise, survival. In a game context, these Non-Player Characters
Nightbane of good alignment, and certainly selfish and evil (NPCs) also add to the overall story and fun. A contact can pro-
alignments, may steal from criminals (drug dealers, number run- vide tips and clues that lead to an adventure, warn a character or
ners, car thief rings, gangs, etc.), rationalizing that they are putt- group they are being hunted, and even add an interesting social
ing the hurt on crime as well as using the ill-gotten money to element to the game. All kinds of role-playing opportunities can
help them help other people. When faced with the tough deci- arise from NPC contacts, and Game Masters should use them as
sion of scaling back their own efforts against the Nightlords (or the great adventure tools they are.
other bad guys) and going hungry, this morally questionable Each Nightbane starts with one or two contacts. It's sug-
route seems like a reasonable alternative. Of course, victimizing gested that every new Nightbane character be allowed to choose
criminals, especially large crime operations, and the authorities two low level contacts or one mid-level contact to start. Any ad-
means the 'Bane responsible has earned himself more enemies. ditional contacts will have to be cultivated over time and
Enemies who are likely to seek revenge and his destruction. through role-playing. The initial contact(s) could be an old
Less scrupulous Nightbane and factions may have no prob- friend, teacher, mentor, magic user, psychic, an insider member
lem making their living through criminal means. They may rob, of a Spook Squad, a fellow NPC Nightbane, or simply a kindly
kidnap, blackmail, burglarize homes and businesses, engage in person in the know who tries to help Nightbane or opposes the
credit card fraud, offer their unique services as an enforcer or Nightlords. Depending on circumstance, the contact may be
spy, and engage in all types of criminal activity. Such criminals aware of the Nightbane and Hidden War or be an unwitting
are likely to prey upon innocent people rather than other crooks, pawn/resource for information or personal assistance.
the authorities or even the Nightlords, all of whom are likely to The following guidelines are suggested for players and Game
be deemed as too dangerous. Why tackle other super beings or Masters who want to use contacts in their campaigns.
the government when ordinary people are easy pickings? Not all
Nightbane are heroes. Making New Contacts
New contacts can be tricky. They are mainly developed via
Nightbane adventuring and meeting new people (NPCs). Whenever the
player character has in-depth interaction with someone who has

Allies & Contacts


More often than not, it's not what you know, but who you
know.
Yeah, you've probably heard that saying before, but it's as
true of the world after Dark Day as it was before, perhaps more
so. It pays to foster good contacts in as wide a range as possible.
You can't possibly learn everything you need to learn, and
even a fairly well-rounded crew is going to have gaps in its
knowledge pool and resources. That's where contacts come in.
Be good to them and they'll be good to you. Usually.
On Earth after Dark Day, there are plenty of people and
things that can kill you very quickly. You need friends. Friends
you can count on. Friends who understand the way of the world
since Dark Day. The right friends and contacts can also help you
solve a specific task, unravel a mystery, or get you out of a
sticky social situation.
Contacts are friends and allies that you can call on for aid and
information. In return, they are going to ask for the same from
time to time - quid pro quo - like information or cash. The
better you help them, the stronger an ally they are likely to be-
come.
Of course, fostering the right contacts is an investment of
time, money and effort. You don't want to hook up with a free-
loader nor a group that is reckless, has loose lips, or is going to
put you and crew in jeopardy. You need smart, reliable contacts
who know how to be discreet and will help you when you really
need it. It's also important that they are the kind of person or
21
valuable skills, information, connections or resources, he can try on. Note: As long as the patriot is convinced the Nightbane
to tum that NPC (Non-Player Character) into one of his (or the character has the same goal, he is a reliable, friendly and helpful
player group's) contacts. Someone the player character can con- resource. However, if the contact comes to believe they have
tact in the future. Based on the interaction between the charac- different views or the Nightbane player character does not share
ters, the level of role-playing involved, the player character's the same goals or commitment, things could deteriorate fast.
"pitch" and what might be in it for the NPC, the Game Master 4. In it for revenge. The NPC contact has suffered a terrible
can decide the NPC might become a contact or not. Ultimately, loss or injury at the hands of the Nightlords and wants revenge.
the decision is up the Game Master, and it should only be al- Thus, he is glad to help the Nightbane any way he can. As usual,
lowed if it makes sense. G.M.s should also bear in mind that not help may be limited to information or one particular area of ex-
all contacts are long lasting or volunteers. That means the NPC pertise, to a wide range of assistance. Note: This character may
contact might be available for the current story arc and then be willing to do anything to hurt the Nightlords, but his hatred
quit, become an enemy, get killed or simply disappear. Remem- might cloud his judgement, cause the NPC to be reckless or to
ber, as G.M. you can add or remove a contact at any time for take unnecessary risks (risks that might jeopardize the
any reason, just be fair and make sure it makes sense. Further- Nightbane and his teammates or hurt innocent people), and the
more, the player has to make a compelling plea/case/pitch. vengeful NPC's mental state might deteriorate, making him a
There also has to be some motivation for the Non-Player dangerous loose cannon. Revenge is always a double-edged
Character to help our hero(es). That might depend on the NPC's sword that cuts both ways. Be careful.
personality or background. It might also depend on the player 5. In it for the money. The NPC contact is happy to provide
character's reputatioll. If the player characters were just in- information, a hiding place, and other services as long as he is
volved in some horrible blood bath or controversy that sullies paid handsomely for his services. This applies to infor-
their good name, the NPC might not want to associate with mants/stool pigeons, opportunists, smugglers and other criminal
them. If the player character or group has a reputation for get- types, as well as those who claim to be patriots out to undermine
ting their "friends" killed or being too "hot" (i.e. wanted by the the Nightlords - provided it lines their pockets with cold, hard
Nightlords) the NPC might not be interested. Heck, there are cash. Note: This character is likely to be of selfish or evil align-
lots of reasons an NPC might NOT want to become a contact, ment. There are two problems with this type of contact: a) If
but there are a lot of reasons he might. The Game Master should you can buy him, so can the enemy. b) If the Nightbane player
use good sense in deciding who could be a contact and who character or player group do anything to hurt the contact's busi-
should not. ness interests, he will cut them loose or get rid of them one way
or another. In the end, it is all about the bottom line for this op-
Here are 13 common reasons
portunist.
a character might become a contact:
6. You scratch my back, I'll scratch yours. This is a varia-
1. The NPC likes the Nightbane, or player group. He/they tion of the guy in it for the money, though these contacts are
have earned his trust and respect, and he wants to help. The usually more street savvy, have a sense of loyalty and a reputa-
NPC has seen enough of the Nightbane character to know he tion for fair dealings - they have to in order to stay in business.
likes and trusts him or her and is happy to help. Help may be This you scratch my back and I'll scratch yours NPC contact
limited to information and/or the passing of information, to will get the information, gear or resources requested, but only
more risky endeavors such as giving the character (and his after the Nightbane does something for him first. That some-
friends?) a place to hide, providing an alibi for his Facade, small thing will be proportionate to whatever the Nightbane is asking
amounts of cash, first aid, transportation, and so on. for, and lead to more trouble if the 'Bane isn't careful. The tit
2. Owes the Nightbane character a debt. The Nightbane for tat contact is usually involved in the criminal underworld or
(and/or his associates) did something very beneficial, such as at least engaged in things that play upon, plunder and undermine
saving the NPC's life or livelihood, or his family, etc., and the the Nightlords and their government, like being in the business
NPC feels he owes him/them a debt. Thus, this character will of helping, hiding and transporting Nightbane. Note: This type
help whenever he can in whatever way he can, which may be of contact seldom has any love for the Nightlords and is not
limited or wide ranging depending on the character, the situation likely to sell out a "client" to the enemy. However, they are
and the G.M. Note: His sense of obligation may come to an criminals and cutthroats out for themselves. They cannot always
abrupt end if the Nightbane character or player group puts the be trusted and often hold out on all the details or information.
NPC's loved ones in jeopardy. However, if treated well, this Such a contact can only be trusted to a point. On the other hand,
contact is likely to become a good friend and trusted ally in the help him out big time, or above and beyond the call of duty, and
future. a genuine friendship might develop. Or he might figure he owes
3. In it to save the world or right a wrong. The NPC is a you one big favor in return.
patriot or hero who feels a need to stop the Nightlords. While he 7. In it for the glory. Not everyone is interested in justice,
is just an ordinary human being, he (or she) wants to help in freedom, helping others or even money and power. Some are in
whatever way he can. Help may be limited to information and/or it for the glory. A contact who has delusions of fame and glory
the dissemination of information, to more risky endeavors such can be a reliable resource, but he is also going to have a tough
as giving the character (and his friends?) a place to hide, provid- time keeping his exploits and secrets to himself. This character
ing an alibi for the Nightbane's Facade, providing small gets a rush being involved in covert ops, keeping secrets and
amounts of cash and/or supplies, first aid, transportation, and so brushing shoulders with heroes, renegades, famous rogues and

22
Nightbane in general. Note: Loose lips sink ships and, sooner or
later, this character will shoot his mouth off at the wrong time in
front of the wrong person. When he does, all hell is likely to
break loose. Be careful.
8. A matter of necessity. Your character might not like him,
and the NPC contact doesn't like you, but you can help each
other for the greater good. In this case, the contact or the
Nightbane player character may be the lesser of two evils or a
means to an end. Thus, the NPC is willing to help or become a
contact/agent for the cause if not for the player character him-
self. Note: When the necessity ends, this relationship is also
likely to end. However, it is possible that the NPC contact and
player character might find common ground on which to stand
and continue to help each other, or even come to actually like
each other. Only time and circumstance will tell.
9. Intimidation is a wonderful motivator. The Nightbane
character has scared the pants off this contact to get him to help.
As long as the contact is scared of the Nightbane and/or the
player group, this reluctant stoolie/informant/agent will provide
the Nightbane character with the information and small types of
assistance he needs (get a gun and ammo, medicine, basic sup-
plies, a password, key, etc.). Note: This contact can never be
completely trusted. If he gets the upper hand on the Nightbane,
the contact will tum on him. Worse, this submissive contact will
tum on the player character when threatened by someone or
something even more powerful and scary, making him unreli-
able. Threats and extortion are always a messy business and cre-
ate resentment that may backfire at some point. However, they
can also be effective for getting cooperation out of some people,
especially in the short term. Caution is advised. Desire, love and outright lust are some of the most powerful
10. Confidence scheme. Successful fast-talking, bluffing or motivators of the human psyche. People will do some downright
outright deception might see a Nightbane player character ca- foolish and dangerous things for love, or the promise of love.
jole, con/trick and generally convince an NPC contact into help~ On the plus side, such a contact is devoted to the Nightbane, ea-
ing him. In fact, he might convince the contact that he will ger to please, won't ask for much in return, will probably work
benefit from being buddies or partners whether it is true or not. on blind faith, and generally wants to believe anything the
The conned contact does not really know who the player charac- Nightbane tells him/her. On the downside, the love struck con-
ter is or what he is involved in. There is a good chance the NPC tact will want a LOT of quality time, does not want the player
might not even believe in such things as the Nightlords. The character courting anyone else, is extremely jealous of his/her
conned NPC may think the character(s) secretly works for the (imagined) relationship, and is intensely curious about every-
government, has much more influence than he or she truly has, thing the Nightbane player character is into ("I don't understand
or that it is better to have the character as an ally than an enemy. ... where do you GO every night?" "Why do you need this in-
Note: Conned contacts won over this way are fairly useful, formation?" "What kind of trouble are you in?"). This means the
however they generally cannot be told anything too sensitive, love struck contact is likely to snoop into the Nightbane's busi-
and are reliable only as long as the ruse is maintained. As soon ness and may uncover his true identity or other compromising
as the conned contact realizes he is being played for a fool, his information. Note: The wrath of a jilted lover can be worse than
cooperation ends. Worse, the embarrassed NPC may seek re- that of a Nightlord, so this deception is playing with fire, and the
venge on those who tricked him and tell the enemy everything Nightbane is likely to get burnt to a crisp when things go wrong.
he knows. Nightbane of a good alignment are not likely to use 12. Bribes: Hey, not everyone is a hero, but for the right
lies and deception to get innocent (and even not so innocent) amount of money, may be willing to look the other way, keep
people to help them. their mouth shut or do something ("Just this once") for the
11. Seduction. The use of seduction is another method of Nightbane. This isn't exactly a reoccurring character, but an im-
tricking an individual into becoming a contact and providing plied threat, a reminder of his hippocratic oath and a couple of
help. Of course, spies have been romancing other people to se- grand should be enough to convince a doctor or paramedic to
cure information or their cooperation for centuries, however it is patch up an injured buddy or get a small time crook or infor-
not nice and a Nightbane of a good alignment will not use the mant to fork over some information. Also remember that not all
promise of love or romance to get what or she needs out of bribes are with money. They could be a street punk wanting ac-
someone. Selfish and evil characters, on the other hand, should cess to drugs and those cool guns you keep coming up with, or a
have no qualms about it. Cybermage who wants you to break into the city zoo and grab
him up a couple Komodo dragons tomorrow night (and yes, it's

23
best if you don't ask). Note: Of course, this contact isn't loyal Mid level occult researcher: Primary skills are Research,
for squat, and if someone comes along with a bigger paycheck Photography, Lore: Geomancy, and Lore: Demons and Mon-
or more threatening, he's going to rat out your character in a sters (or Nightbane). He owns a small new age shop and has a
heartbeat. Still, in the short-run his help could be invaluable. moderate occult library. Also knows most supernatural legends
Also, choose your targets for bribes carefully. Not everyone is and stories regarding a particular region (probably local) and
on the take and even offering the wrong person a bribe could can direct your character to the nearest psychic, Indian burial
buy you immediate trouble or that NPC's undying enmity. mound or ley line nexus.
13. A double agent for the Nightlords or a rival faction. Mid level computer hacker: Primary skills are Computer
This contact pretends to be a concerned individual, patriot, Operation, Computer Hacking, Computer Programming and
vengeful toward the Nightlords or a mentor who wants to help Computer Repair or Surveillance Systems. He can hack into a
the Nightbane. However, he or she is really a double agent good number of secured systems for you, recreate 2D4xl0% of
whose true loyalty lies with the Nightlords or a rival faction. the data from a wiped hard drive, eliminate viruses, build and
While he pretends to be a helpful friend and ally, he is really repair computers, and stays current on just about every whisper
trying to get information from the Nightbane player character and twitch in the darker spots of the Internet. No, you can't use
and his associates (the player group) and feeding it to his true or even touch his computer (which he calls "Baby").
masters. Note: When the Nightbane's usefulness comes to an
end, or the contact's true master orders it, the contact may cut High level biologist: Primary skills are Biology, First Aid,
him off, disappear or turn on his "friend" and may set him up Pathology and Chemistry: Analytical. He is a leading biologist
for a trap, ambush or kill him outright. at a prominent science research institute, able to pull a few
strings and have a blood sample or strange, alien-looking corpse
Creating Contacts analyzed without the government knowing about it.

While it is possible that the Game Master may want to de- Mid level soldier or police officer: Primary skills are Mili-
velop the most important and frequent contacts into fully fleshed tary Etiquette, Hand to Hand: Expert and W.P. Rifle. Odds are
out NPCs, there's a much faster way to design useful contacts. that he's a discharged soldier or ex-police officer who knows
A contact may be low level (1D4 levels of experience), mid about the Nightlords and their infiltration into government and
level (1D4+3 levels of experience) or high level (1D4+8 levels law enforcement. He knows how the military and/or law en-
of experience). This affects both their pool of knowledge and re- forcement operates, has pretty good information and intelligence
sources, and how easy it is to win them over. The more experi- on Spook Squad (of which he might secretly be a member), and
enced and savvy the contact, the less trusting, naive and has his own contacts in the field providing him with gossip and
defenseless he'll be. intel on the street. He can lay out a tactical combat situation for
the player character and he can draw up good battle plans, strat-
Regardless of level, all quickly generated contacts should
egies and tactics. He might even know a guy who knows a guy
have four skills relevant to their profession or general life lean-
who once did "wet work" for the Agency as well as uncon-
ing at + 10%. One skill, their main skill, is at +30% to the base
firmed information about Nightlord (or criminal) weapon
skill. Then select 1D4+2 Secondary Skills. These skills are, of
caches, safe houses, holding cells, and bases of operation.
course, adjusted based on the contact's level of experience. Oth-
erwise, roll up the character as normal. Speaking of normal,
Game Masters who own the Beyond the Supernatural™, Sec-
ond Edition RPG or Dead Reign™ RPG can create a quick
and appropriate NPC contact by rolling up an Ordinary Person
Theories of Origin
as presented in either of those games. Excerpted from Origins, a supplement to the
A few examples of contacts include: original Nightbane Survival Guide.
You know, all the young Nightbane I've helped out these
Low level street punk: Primary skills are Streetwise, Hand
past years have all asked me the same question, 'What am I?'
to Hand: Basic, Pick Locks and Pilot: Motorcycle, plus 1D4+2
Secondary Skills. This character has his ear to the grapevine and So, I know you must be asking yourself the same kinds of
knows the word on the street, as well as 1D6 small time criminal questions that they have. The same ones I asked when I was in
connections. He can also call up 1D6 fellow gang-hangers, petty your shoes. Of course, it doesn't help any that a lot of us who
crooks or bikers within a few minutes to cause a distraction, flex have been around for a while have our own ideas as to what we
their muscle, or provide a flop house (albeit an unsavory one) are and where we come from. That isn't including all the crack-
for the night. pot theorists out there who come up with such pearls as us all
being orphans, though that's more of an honest mistake since a
Low level mechanic: Primary skills are Automotive Me- lot of us apparently were orphans in the old days.
chanics, Basic Electronics, Locksmith and Pilot Automobile or I've heard us referred to as demons, monsters, aliens, mu-
Truck. He owns or has access to a small garage where you can tants, and whatever else you can think of. It can get confusing
repair or soup-up your car for cost, or get the bullet holes in for a new 'Bane to sort it all out, so I decided to write this docu-
your S.U.V. filled in and painted over, and knows where you ment as an addendum to the original Nightbane Survival
can get used vehicles, parts and other repairs at a 30% discount. Guide and have subsequently attached it to any and all versions
I have come across on the web. Hopefully, this discourse gives

24
you some answers instead of creating more questions or making progenitors were so forward thinking that they actually antici-
your head hurt. pated it taking centuries, giving them time to spread the
Might as well get the hard truth out right away. None of us Nightbane gene throughout all of humanity.
knows exactly who we are or why we exist. Whether we play This theory is quite popular within the ranks of the Under-
some divine role in the future of humanity or we are eternal ground Railroad, not just because it justifies their nature as still
heroes born whenever we are needed to combat the darkness, no being very close to the rest of humanity, but also because it uses
one can say. It sure seems like it sometimes, but maybe the joke modem science and sensibilities most people can wrap their
is on us. Maybe we're just the comic relief in a black comedy. head around.
Every faction and group of people who knows about the Detractors of this theory often cite its main appeal as its most
Nightbane has their own theories about us. A lot of people have glaring weakness. The explanation seeks to relegate something
a lot of different opinions. Here are the most popular theories seemingly steeped in the supernatural to the confines of modem
from some of the most notable factions. As to which is on the scientific theory and human history. The small amount of re-
right track, that's a hard one to call. search done to date does not support the original theory, as no
genetic differences have been found between Nightbane, poten-
Theories of the Underground Railroad tial Nightbane, and ordinary humans. This has not stopped sup-
Having the most ancient Nightbane amongst their ranks, the porters from revising the theory to explain the damaging results.
Underground Railroad has the distinct advantage of hundreds The very newest versions of this theory claim that rather than
(some say thousands) of years of research and experience be- genetics as people normally define it, perhaps the process of Be-
hind them. So you'd think if anyone held the answer to, what coming relies on a supernatural equivalent of DNA that is un-
are we, it would be them. recognized by modem methods. That something in the genes
Many theories have come and gone within the membership triggers the transformation from ordinary human to supernatu-
of this legendary faction, but the latest dominant theory (first rally endowed Nightbane. That in the end we are all human, but
proposed in the late nineteenth century after a prominent mem- some of us have a genetic defense against the Nightlords - we
ber read Darwin's On the Origin of Species) is that Nightbane are Nightbane.
are a parallel evolution of human beings. Yeah, I know, that's a As a result, most members of the Underground work toward
mouthful, here's what it means. finding other Nightbane, to help them escape the Nightlords and
Some in the Railroad believe that we Nightbane represent the survive in a world where they are hunted. They also work to
next step in human evolution. That some elite group of scientific help Nightbane find some measure of peace and understanding
minds going back to ancient times has been secretly experiment- about themselves, as well as promote the idea that the
ing with and breeding us like dogs for special traits. Nightlords are their natural enemies.
That opinion is often regarded as wishful thinking at best, The parallel evolution theory is regarded as dangerous by
and dangerous elitism at worst. The parallel evolution part co- some members of the Underground Railroad as it is completely
mes in because many who uphold this theory believe that we unsubstantiated. Indeed, while there are some within the
Nightbane are the result of humans colonizing the Nightlands Nightbane community who believe the theory proves they are
and then adapting to that alien and magical environment. A few destined to be heroes and the saviors of humanity, even this pos-
have even suggested that perhaps the Nightbane are the result of itive motivating belief compels too many Nightbane to believe
the interbreeding between human colonists and the fabled Form- they are better than ordinary humans, and that once the
less Ones. Whether this parallel evolution was the result of acci- Nightlords have been sent packing, they are destined to inherit
dentally being stranded in the Nightlands via dimensional the Earth and rule over humankind.
magic, or deliberate intent is also a matter of debate. Others twist this theory to advocate a life apart from humans
This could explain the disappearance of Formless Ones, with and their problems with the Nightlords. These Nightbane pro-
interbreeding gradually weeding them out as a pure race. This fess the invasion of Earth is NOT the Nightbane's problem be-
theory could also explain the relatively steady numbers of cause they feel their origins and real home lie in the Nightlands.
Nightbane throughout the ages, since the genetic legacy would They point out that they "evolved" or "ascended" (a term used
have gotten more spread out, but also more diluted from the in- sparingly as it is viewed largely in the same light as theories that
termarriage of recessive carriers and non-carriers. Thus, there preach superiority to humans) in the Nightlands to become supe-
would have been more potential Nightbane at the time of Dark rior and enlightened. As enlightened beings, they can see, recog-
Day than ever before, but roughly the same number underwent nize, understand and combat the Nightlords and their minions
the Becoming because the genes weren't expressed as often. where ordinary humans cannot. Some even suggest that they are
Proponents of this theory believe that Dark Day (the nearing of not destined to save Earth, but have been hiding on Earth, wait-
the Nightlands to Earth and the opening of dimensional door- ing until the Nightlords bridged the dimensional divide so that
ways so that the Nightlords and their minions could invade) had they may return to the Nightlands and reclaim it as their true
some kind of effect on these genes, causing them to become homeland! Nightbane elitists also point to Spook Squad (the
more active. This theory also adds credence to those who be- PAB before Dark Day) and other instances of humans making a
lieve our ancient ancestors discovered the Nightlands (or per- concerted effort to destroy that which is different or just misun-
haps the Formless Ones discovered us), anticipated the derstood. To the more xenophobic Nightbane, images of villag-
Nightlords' invasion of the Earth and set about creating the ers armed with torches and pitchforks and hunting down "evil
Nightbane as a defense against them when that day came. These monsters" come to mind when they think of humans learning of
their existence on a large scale. All the more reason, in their
25
opinion, to stay secluded and leave those who would probably
destroy them to their own fate. If they are, indeed, superior to
humans, they will survive and find their place on Earth or back
in the ightlands.

Theories of the Resistance Despite the fact that, according to the tale, they carried a
powerful magical weapon with them called the "Sword of Righ-
Having only plit off from the Underground Railroad in re-
teousness," this group of warriors and their fam ilies are never
cent years, one might expect Resistance theorists would uphold
mentioned again in written history . Some believe that is because
many of the same beliefs. However, that is not the case, and
the group was defeated and became the slaves of the ightlords
many left to form the Resistance because of conflicting theories
(which would help explain the human population of the
about the origin and purpose of the Nightbane. amely, that
ightlands), but there may be another explanation .
they are the descendents of ancient heroes dedicated to the de-
struction of the ightlords and the re toration of the ightlands. In the mid-nineties, an antiques dealer in North Dakota came
across drawings done by a student of one of the mission schoo ls
The basis for Resistance theories lies in a pair of ancient leg-
set up for the "civilization" of ative Americans in the late
ends. The first and main source is an obscure document known
1800s. These drawings were done in secret to preserve the leg-
as the Chronicles of Light. It is an incomplete epic that details
end they portray, since students were not allowed to speak of the
an ancient battle between Light and Dark where the hosts of the
old ways during their schooling. The legend itself is a li t-
Dark were driven into the "shadow lands " by the va liant
tle-known parable about a strange warrior descending from the
"Heroe of the Light." It goe on to speak of a group of heroes
sky and laying down his sword for the ways of a medicine man.
who decided that retreat could not suffice. Thus, a holy order of
champions and their A:in was established to travel into the While the dealer was not a ightbane, he did have contacts
shadow lands, where many of their allies apparently could not within the Underground Railroad, and wrote them abo ut the
travel, to stamp out the forces of darkness for good and bring drawings and the legend. When a member arrived to look over
light to that "cur ed land. " the drawings, she immediately noticed the depictions matched
descriptions of the warriors from the Chronicles of Light. T hi s
26
has led many Nightbane scholars to theorize that perhaps the so fear and hate them if they are not destined to destroy them?
"Warriors of Light" suffered a fate similar to that of the medi- In fact, many Resistance members believe there are missing
eval Crusaders, with members losing faith in the cause after de- tomes lost in antiquity that would prove they are descended
cades (perhaps centuries) of brutal war. Whether or not this is from magic wielding champions of light. Some even believe
the case is unknown, but it has the potential to lend more credi- such tomes must be in the clutches of the Nightlords.
bility to the beliefs of many Resistance members who believe
themselves to be descendants of this ancient group of warriors Theories of the Nocturnes
that somehow established a symbiotic connection with the Certain factions hold one theory over an~ther due to research
Nightlands themselves! or ideals, while others do so more by design. The latter is the
The second legend that is believed to support this theory is a case for the mysterious Nocturnes, but not many outside their
tale of undetermined age that originates (as far as most can tell) leadership know this. Truthfully, the vampires don't know as
amongst the infamous Hell Riders of the Nightlands. How the much as they'd like to think they do about the origins of the
Underground Railroad even came by this information is un- Nightbane. That having been said, the older vampires and
known, and many consider its validity to be highly suspect. De- Wampyrs do seem to know a great deal about the "Ba'al-
spite this, many in the Resistance leadership have faith that the ze-neckt and the War of Light and Dark." However, this is in-
story is at least close to the truth. In fact, the Hell Riders them- formation they don't just give out, leaving many to wonder what
selves heard the legends from many of the human enclaves they it is that they're hiding, and others to speculate that they don't
raided during the formation of their fledgling nation. (Note: See know as much as they let on.
Nightbane® World Book 2: Nightlands™ for more informa- Thus, Nocturnes officially regard Nightbane as descendants
tion on these barbarians and their kingdom in the Nightlands.) of the same race that spawned the Nightlords. This is a contro-
The reason the story intrigued the Hell Riders so much is that versial theory, as many 'Bane cannot believe they share any
many of these human enclaves had magical weapons. common ancestry with their hated enemy. Whether it is true or
According to the legend, there was once a great nation of hu- not, most Nocturnes believe the Nightlords were never human,
mans that existed in the Nightlands. However, this kingdom was but a race that may be a distant cousin, several times removed.
eventually overcome by the might of the Nightlords, even as In other words, the Nocturnes theorize that Nightbane are not,
they attempted a last-ditch ritual to seal the Nightlords' evil for- and never have been, human since they were spawned from the
ever. These enclaves claimed to be the shattered remnants of same race as the supernatural Nightlords. The reasoning behind
that once great kingdom, only able to escape by fleeing into the this belief is not based on hard fact, but rather a hold-over of ar-
unclaimed wastes of the Nightlands. rogance from their former masters, as how could "mere hu-
More recent rumors circulating among the Hell Riders speak mans" become such a powerful adversary to beings such as the
of bands of human and Nightbane nomads that have been great Vampire Intelligences? This, in effect, makes every
sighted in the farthest and most uninhabitable reaches of the Nightbane a supernatural being like the vampires and Wampyrs,
Northern Wastes. What is important about these mysterious no- at least according to the official doctrine of the Nocturnes.
mads is they are reported to have attacked a couple of the raid- This view is intended to foster more understanding between
ing parties with powerful magic the likes of which have never the Nightbane and other supernatural members of the Nocturne
been seen! This certainly supports the possibility that there were faction. The logic being it creates kinship between the
members of the ancient warrior-mystics who survived in the Nightbane and other inhuman members of the faction. A sense
Nightlands. No one knows if the stories are true or not, but the of kinship means Nightbane should be much less likely toques-
Resistance has decided to investigate them. It is certain that if tion, distrust, oppose or hunt other fellow creatures of the night.
the Seekers or Nocturnes hear about these rumors they will send The Nocturnes want them to side with them in disputes, espe-
their own teams to see if they can establish contact with these cially disputes with non-Nocturnes.
warrior-mages in the Nightlands, potentially causing more ten- The end result is that a stronger relationship has developed
sion between these three factions (as well as the Hell Riders between Nightbane and W ampyrs due to the perception that
who operate in the area). they have more in common with one another than with humans.
Resistance members who hold to this theory often use it to Nocturnes also promote the idea that they and the Nightbane
help justify their war against the Nightlords. As the recipients of may come from similar dark origins, but try to do right by fight-
this mystic legacy, they feel it is their duty to take up the mantle ing the Nightlords, demons, and true vampires. This idea works
of their ancestors, destroy the Nightlords once and for all and out especially well given the theory that W ampyrs are actually
bring light to the Nightlands! potential Nightbane that were bitten by true vampires before
Members of the Underground Railroad, and occasionally the their Becoming.
Seekers, are quick to point out that even if they are correct, the However, this theory of common, supernatural heritage leads
Resistance should take a lesson from the way the last war many of the Nightbane who believe it to feel detached from hu-
against the Ba'al turned out: Their heroic ancestors lost. None of manity. In turn, this has led to a higher rate of depression, a
this sways the conviction of the Resistance, however. Even if higher degree of cynicism, and an increased number of
there were no legacy for them to live up to, the fact that the Nightbane within the Nocturnes giving in to dark desires, crime,
Nightlords seek to exterminate every last Nightbane is enough cruelty and self-serving behavior, giving in to the notion that
for these die-hard warriors to fight them tooth and nail. In their they are not predestined heroes but evil monsters born in dark-
eyes, it is better to go down fighting than to lay down and die ness. The worst are no better than the heartless villains they
like cattle. Besides, the Resistance asks, why do the Nightlords fight against. These kinds of dark thoughts and detachment from
27
humanity make Nocturne Nightbane much more susceptible to fought for everything they have for their entire lives, and they
corruption by agents of the Nightlords. After all, if they and the plan to keep fighting until they have it all. Get in their way and
Nightlords share a common ancestory, they are more alike than pay the price.
different. Why fight their dark nature to defend puny humans That said, even Warlords would like to know, where they
when they are the greater power? This has not been lost on the come from, whether they are human or not (most assume not),
minions of the Nightlords (especially Night Princes), and thus and try to understand what they are. Speculating on the exis-
the Nocturnes have the highest numbers of Nightbane that de- tence of the Nightbane and other supernatural beings has be-
fect to the ranks of the Nightlords among all of the factions. The come a pastime among some of the local chapters. Even in the
Night Princes and their demonic minions love to use that logic gangs where the leaders look down on such "nonsense," it's dis-
to get Nightbane to join them or at least tum against humankind cussed in hushed voices behind their backs. Stories are swapped
or their own kind. This does not help the Nocturnes' reputation among members over a brew during late night parties, debates
with rival factions, especially the Underground Railroad, occur while on lookout duty, and generally various rumors cir-
Lightbringers and Spook Squad. culate among the local Warlord gangs. Most of these rumors are
All of this has led to some recent debate within the upper based on personal observation, wild speculation, crackpot theo-
echelons of the Nocturnes as to whether or not they should scale ries, and recycled theories from other factions.
back the talk about Nightbane being kin to the Nightlords. After Most of the theories developed by Warlord members have
all, it's NOT TRUE. Nightbane DNA is human. However, the obvious pop culture roots, such as explaining supernatural be-
manipulative and more traditional-minded members of the fac- ings as "mutants like in the comic books," or "aliens who breed
tion argue that this could lead to renewed distrust within their with humans like in those old sci-fi movies and UFO books."
membership and the loss of Nightbane members to their fac- The most ignorant of the Warlord theorists might even cite such
tions. Right now, the Nocturnes are the first choice of brooding, works as evidence that their theories are correct. ("Hey, you
melancholy, depressed and confused Nightbane who mistakenly don't know. It could happen!")
believe the faction allows them to vent their "true" dark nature Despite the passing interest in their origins, many Warlords
as supernatural monsters. Thus, the Nocturne leaders feel they wonder about the larger picture of how they fit into the here and
must perpetuate the lie lest they lose the trust of their member- now, and what the future holds for them. These Nightbane are
ship and lose Nightbane to other factions. bold, organized and aggressive. They openly defy the authori-
ties, actively battle the minions of the Nightbane, and work hard
Theories of the Warlords at building a life for themselves and "their kind" (i.e. the
Ifthere is a single faction that is least concerned with the ori- Nightbane) by establishing a strong base for their gang. That
gins of the Nightbane, it would be the Warlords. These street- means they have an, albeit criminal, organization that generates
hardened souls don't care much about philosophy, science or the revenue, has focus, strong leadership, and a growing level of re-
origin of the Nightbane or Nightlords, they are concerned with spect on the street among humans and Nightbane alike. If you
carving out a life on the streets. They see the world as rapidly are a Nightbane who doesn't care about heady things, and
decaying in chaos and they find it exciting, because they enjoy craves action and enjoys violence, especially taking the battle to
the conflict and challenges in their quest to be one of the last the authorities and the Nightlords, then the Warlords are the fac-
factions standing. For the Warlords it's all about being tough, tion you're looking for. And though many other factions con-
smart, strong and earning respect (and fear) for their efforts. sider the Warlords to be thugs and barbarians, the gang is one of
They see the world getting taken over and carved up by super- the few groups likely to work with other factions and help any-
natural forces and they intend to get their piece of the pie. As a one who opposes the Nightlords without a great deal of debate,
result, they see little value in wasting time wondering about who politics and consternation. If you want to carve out your place
you are and where you came from. They are all about today, on the street and you're willing to obey orders and become a
where they are heading and who is going to win. If a Warlord Warlord, you're in. If you have valuable information, the War-
muses about his destiny, it's about Warlords ruling the streets lords will listen. If you hate the Nightlords and want to strike
and kicking ass. You'll never catch a Warlord searching for lost back at them, the Warlords will help or let you fight at their
ruins and digging through dusty scrolls for obscure references side.
about their past.
Make no mistake, the Warlords are NOT stupid, most are Theories of the Seekers
cunning, careful and extremely street smart, they just don't see With the exceptions of the Lightbringers and perhaps the
the value of living in the past when the present is where you are Nocturnes, the Seekers are the most knowledgeable about the
and your future beckons. In fact, most Warlords regard those origins of the Nightbane and Nightlords, their relationship be-
who cry about their past or pursue scholastic studies as preten- tween the Nightlands and Earth, and the ancient War of Light
tious and sissy bookworms who think they're better than anyone and Dark. Also, much like those other factions, the Seekers jeal-
else. For a Warlord, being grounded in the 'real world' is more ously keep this information to themselves. In fact, Seekers seem
important. That, means knowing what's real, who you can trust to have a reverence for knowledge, love secrets (because knowl-
(i.e. your fellow Warlords), thinking fast on your feet and being edge is power) and take steps above and beyond those of any
able to handle yourself in a fight. Consequently, street-cred, other faction to keep their knowledge a secret. This even holds
courage and brute strength carry much more weight with War- true within the Seekers' own faction, where only those at the
lords than education or compassion; the former is a luxury, the highest levels within the organization have access to most of the
latter is a weakness. Most of the 'Bane in the Warlords have
28
group's archives, and only the Council of Nine has access to it All other matters concerning the Nightbane's origins, includ-
all and knows all the secrets. ing the reason behind their creation, whether they are part hu-
Much of the time, the lower members have information that man, all human, evolved humans, human mutants, or none of
is considered to be common knowledge. However, whenever a the above, and a host of less thought provoking questions, theo-
low level acolyte stumbles onto a critical piece of information or ries and debates all rage on without resolve. In time, perhaps, it
critical piece of the puzzle in the Nightbane's origin, they earn will be the Seekers who unravel the secrets of the Nightbane.
an immediate promotion within the organization. While it is sin- For now, however, every new finding creates new theories, revi-
cerely believed that the Seekers possess all sorts of ancient texts sions, and endless debate. Furthermore, the Seekers' obsession
and knowledge about the Nightbane they refuse to share with with secrecy and their reluctance to share what they know may
the world, nobody knows what they really know. In fact, the do more to prevent the truth from being uncovered than reveal
Seekers' elitist attitude and institutionalized secrecy may have it. Even now, there are ancient tomes and evidence locked inside
outsiders suspecting they know much more than they really do. vaults shared with only one or two others within their very own
This makes members, especially those in the upper echelon, a organization. For all anyone knows, the Seekers may already
target for all kinds of unpleasantness. From rivals within the or- have the secret knowledge to unlock the truth about the
ganization itself, other factions, the Nightlords, vampires, Nightbane and/or the Nightlords, but they don't realize it.
Lightbringers, and even ancient Nightbane to human scholars,
there are many who covet the secrets guarded by the Seekers. Theories of the Lightbringers
Some are even hidden powers that wish the knowledge to re- Whereas the Nocturnes are the most devious pertaining to
main buried and forgotten. For this reason, important discover- what they know, and the Seekers are the most secretive, the
ies are typically shunted up the chain of command as quickly as Lightbringers are the most tight-lipped. This is due, in part, to
possible, with the lower members being "politely instructed" to the fact that elders within the organization don't share much in-
forget what they saw. formation of this nature with those in lower positions. This has
So you might think the Seekers know the truth about us led to a great deal of speculation as to what secrets they might
Nightbane. Ironically, the Seekers have more diverse theories on be hiding and why.
the origins of the Nightbane than any other group, and debate It is said the elder Guardians know a great deal, especially
the merits of these and new theories endlessly. Even the mem- about the Ba'al, vampires, and the War of Light and Dark. How-
bers of the Council of Nine hold different theories on the Ba'al ever, when it comes to the Nightbane, most appear to be as
(Nightlords), Nightbane, and Nightlands. This is due, in part, to much in the dark about them as everyone else. This would ex-
the fact that even the members of the Council keep certain infor- plain why Nightbane are categorized by some members the
mation from one another. same as vampires and other supernatural creatures, which also
Common beliefs held by the Seekers: suggests they are a threat to the human race. This categorization
would also seem to suggest that the Guardians consider the
One common belief is that, regardless of what their origin
Nightbane to be a supernatural race separate from human be-
might be, both the Nightbane and the Nightlords are supernatu-
ings. There are also a few elder Guardians and their disciples
ral in nature. Another point that most Seekers agree upon is that
who seem to bear intense hatred against all Nightbane and hold
the Nightbane are neither inherently good or evil, nor destined
a vendetta against them. These haters are currently in the minor-
for any one purpose. They believe that no matter what force or
ity, but they make their disdain for the Nightbane well known.
forces created them, they have free will to choose their paths in
life. Despite this occasional prejudice, Nightbane are allowed to
join the Lightbringers faction and most Guardians have an ami-
About half of the Seekers believe the Nightlands is the birth-
cable relationship with many of them. Most Nightbane in the
place of the Nightbane, if for no other reason than the fact that
Lightbringers bring with them their own ideas about their ori-
they are some of the few beings who possess the ability to tra-
gins, so there are a wide range of beliefs within the organization.
verse the Mirrorwall. Others argue that ability is due to their su-
While seeking answers to the eternal questions of ''who am I"
pernatural natures.
and "what is my purpose" is not discouraged, the Guardians
The predominant theory about the Nightbane's origin is that counsel against becoming obsessed with them like the Seekers.
the Nightbane are the product of a great magical experiment. Furthermore, the Guardians discourage beliefs that might run
The source of that experiment and the Nightbane's creation, counter to, or interfere with, the established goals of their fac-
however, is a matter of great debate. The list of likely creators tion. When ideals clash, one or more Guardians take the
include the Ba 'al, Lightbringers, Formless Ones, Thoth and sev- Nightbane aside for private counseling. If counsel does not
eral obscure names, as well as a number of pantheons of gods, a squash subversive or inappropriate behavior, either the
couple of notorious alchemists, and even a little-known group of N_ightbane's beliefs are publicly denounced in an attempt to em-
human sorcerers referred to in ancient texts as the Warriors of barrass the 'Bane into disregarding such foolish notions, or the
Light (the same group from which the Resistance believes they member is expelled from the group.
are descended). Many astute observations have also been made
At least a third, perhaps as many as half, of the Nightbane
noting several similarities between Nightbane and the legendary
who join the Lightbringers faction buy into the worst theories
Formless Ones, but others are quick to counter with the fact that
regarding the nature and origin of our species. Such negative
there are just as many similarities between Nightbane and hu-
and extreme views are advanced by the most suspicious and
mans, and Nightbane and Nightlords.
militant Guardians, but quietly condoned by the majority. When
this happens, the young and confused Nightbane is convinced he
29
is born evil. That all Nightbane are flawed, born with a malevo- USA and Canada. That makes the Nightlords extra-terrestrial
lent nature, and given to dark thoughts and deeds. Such a con- invaders and Dark Day marks the day they declared war on the
flicted Nightbane often turns to the Lightbringers for guidance Earth and launched their invasion of our world. In fact, the Real-
and direction to help him find his moral and spiritual balance. ists movement within Spook Squad have built their entire opera-
These pitiable individuals feel that they must fight their "evil tion, strategies and tactics formulated on the principle that the
nature" and ask the Guardians to help enlighten them and pro- Earth has been invaded by extra-terrestrials known as the
vide guidance. Too often the Guardians seem to encourage this Nightlords and their inhuman minions. (Note: For more infor-
self-loathing and use it to motivate the young 'Bane to a) trust mation on the Realists and their secret agenda, see World Book
them, b) do as much good as possible, and c) sacrifice them- 1: Between the Shadows.)
selves for the greater good. By working hard to be "good" these This theory has made it easy for the Spook Squad to deal
Nightbane are told they can cleanse themselves of the evil that is with the idea of monsters and magic through a healthy dose of
their very state of being, and who better to direct them in such denial and crackpot theories about extra-terrestrials. The
an undertaking than incorruptible beings of light? Nightlords aren't demons or supernatural creatures, they are
Some of these Nightbane become the faction's staunchest aliens. First, since the Nightlords are inhuman invaders actively
supporters, and heroic and obedient warriors. They seldom engaged in a secret invasion with the express purpose of con-
question the word of an elder Guardian and assume all Guard- quering our planet and enslaving human beings, they can be de-
ians are wiser and better than they. Since they believe they and stroyed without a second thought as to the morality of the
all Nightbane are "tainted with evil," Lightbringer Nightbane situation. Second, if they are flesh and blood aliens, they can be
tend to view all other Nightbane outside the Lightbringers as slain just like humans, taking away some of the fear factor a su-
"lost to corruption," "unenlightened" and "impure." So con- pernatural enemy might pose. Third, for those members of
vinced are these 'Bane of their own potential for evil that they Spook Squad who still deny the existence of the supernatural,
usually take the word of a Guardian or human over that of a fel- the Nightlords being "aliens" prevents them from having to con-
low Nightbane. It is not surprising then that Nightbane outside sider the rather unpleasant alternative. Lastly, it justifies taking
the faction consider Lightbringer Nightbane to be sycophants, whatever action necessary to stop the invading aliens.
turncoats or brainwashed. Thus, 'Bane who are members of the Within the boundaries of this theory, the powers wielded by
Lightbringers are not well received by other factions and viewed the Nightlords and their inhuman troops are explained as supe-
with deep distrust. These zealots are often viewed in a worse rior technology, psychic abilities, and natural abilities common
light than even the heavily persecuted "Barbies" and "Kens." to that alien species. Indeed, since the discovery of the
Many wonder why the Guardians would allow any being, let Nightlands, many Spook Squad agents have come to view it as
alone an ally, to think so poorly of themselves. Not only that, the home world of the invading aliens somehow linked to Earth
but allow that mentality to flourish unchecked. It makes many of by advanced dimensional travel technology, and that if they
us wonder if all Guardians secretly see the Nightbane as could find the device or devices that create these dimensional
"touched by evil" and "inherently unredeemable." And if that is portals, they could sever the connection forever! This clearly il-
the case, are the Guardians the goodie two shoes they seem to lustrates the greatest potential downfall of this theory, as it de-
be, or just another enemy of the Nightbane? And if they are the nies the true nature of the enemy. Clinging to this rationalization
enemy of the Nightbane, are they really friends of humanity? causes a number of problems for Spook Squad, such as sending
Food for thought. And until we get some answers, I'd suggest agents off on wild goose chases like looking for the fabled di-
you young 'Banes stay away from the Lightbringers. mensional portal devices, as well as largely ignoring the counsel
of their more mystically inclined agents when developing attack
The Lunatic Fringe: strategies and countermeasures to the Nightlords' magic abilities
Theories of the Spook Squad and defenses.
Also covered in this theory is the origin of the so-called
When the survivors of the ADA, P AB and other secret orga-
Nightbane- clearly human-alien hybrids. Since the Nightlords
nizations came together after Dark Day, their explanations for
and their minions were obviously alien beings, then it would
the event, the Nightlords and the Nightbane were as varied as
stand to reason that Nightbane are alien-human hybrids of some
any other group. However, after years of observation in the
sort. It is felt that eithr these "children of the Nightlords" must
field, common experience working together (and in spite of per-
have turned against their creators because they feel more linked
sonal schemes and agendas), and general consensus, one theory
to their human ancestry rather than the extra-terrestrial, or the
is commonly accepted by the Spook Squad: They are all ex-
experiments that created the hybrids did not tum out as the
tra-terrestrial. You read right, according to the 'true believers'
Nightlords intended, and the Nightbane are not the mindless
among the Spook Squad, the Nightlords, the Nightbane, the
chattel they had intended to create. As a result, the Nightbane
Guardians, and all of the inhuman beings involved in the Hidden
hybrids possess a strong "human identity" and fight against their
War are aliens.
makers.
This theory was first offered up by the scientists in P AB
Unfortunately for us Nightbane, Spook Squad sees us as the
(Paranormal Activities Bureau) before the organization was dis-
products of a "failed breeding experiment" and dangerous muta-
banded after Dark Day. Since then, the theory has been extrapo-
tions that can never be trusted. According to these zealots,
lated upon and widely accepted in some circles. Spook Squad
Nightbane are not the next step in human evolution, but some-
knows Nightlords have infiltrated and taken control of many of
thing different and dangerous. To them, we are half human and
the world's major corporations and governments, including the
half alien, and that alien half is the part they cannot come to
30
terms with. They fear it will only be a matter of time before we mental powers. While it is all beyond human understanding,
Nightbane succumb to our dark, alien heritage and use our supe- Doctor Mang is confident he is on the verge of a breakthrough.
rior alien powers to dominate human beings. This dark and un- Numerous experiments, involving the torture of young
predictable alien side means we are a danger to humankind. Nightbane to force them into Becoming while monitoring their
While we currently fight the greater evil that is the Nightlords, brain activity, have enabled the Doctor to identify and isolate
the members of Spook Squad are certain that once our Nightlord the portion of the brain responsible for triggering the change be-
creators are beaten, we will try to seize control of the planet and tween Facade and Morphus. Doctor Mang believes he can cure
enslave human beings. Some wonder if we are pretending to the human-alien hybrids by removing the part of the brain re-
fight the Nightlords and are really spies and infiltrators for our sponsible for the transformation, in effect, killing the alien por-
evil masters. Obviously, this mentality creates a great deal of the tion of the Nightbane and rendering the subject completely
mistrust and apprehension over the Nightbane by Spook Squad human. This can be accomplished via brain surgery or through a
members. However, there is a small minority within the organi- cocktail of medication that destroys that part of the brain, at
zation who believe many Nightbane retain their human faculties least in theory. Unfortunately, all attempts to date have ended in
and have rejected the Nightlords. Brother, what a crock, but death, debilitating brain damage, or a drug induced coma for the
that's how many members of Spook Squad think. Believe it or patient. Still, Doctor Mang is convinced he is very close to mak-
not, some (about 25%) of the Nightbane who have become ing a breakthrough that will render the hybrids completely hu-
members of Spook Squad actually believe this rubbish. man (i.e., no Morphus or superhuman abilities).
Unknown to many even within the Spook Squad organiza- There are two saving graces here, one is that Doctor Mang's
tion, this explanation for the origin of Nightbane has recently superiors are unconvinced the process works, and two, the Doc-
led to an important breakthrough for one branch of scientists tor has been unable to make his theory work. Without tangible
within Spook Squad. With the cooperation of former PAB and results from his ghoulish "treatments," it is all just more crazy
Pandora Project researchers, one inventive scientist thinks he speculation and guesswork. If the lab could be discovered and
has found a way to curtail the Nightbane problem. the research destroyed, the Doctor's work could be kept out of
The project, code-named "Operation Id," is spearheaded by the hands of other fanatics and human supremacists. Further-
the unconventional (and some would say, deranged) Doctor more, if Doctor Mang should actually find a way to subvert the
Francis S. Mang. Doctor Mang had theorized that the Nightbane persona of his patients and prevent them from access-
Nightlords' methods of creating "hybrids" is psionic in nature, ing their Morphus and powers, without turning the patients into
and is really a kind of psychic possession that stimulates the turnips or killing them, the Nightlords would love to have it.
brain to create a physical transformation and the triggering of This is bad news for all Nightbane. If you get the chance, de-
stroy this research and, well, is it really a crime to put the mad
31
Doctor Mang out of his misery? Rumor has it the research is stition coupled with a suspicion of outsiders also worked against
taking place at a secret laboratory facility somewhere in the investigation. And don't forget, back before Dark Day, us
Rocky Mountains. I have been unable to find it, but maybe Nightbane were few and far between, making our resources very
you'll have better luck. limited.
Despite this, there was a discovery in the summer of 1999
The Quest for Truth that promised to reveal much about the origin and nature of the
What are we? That's one of the questions burning a hole in Nightbane. It involved the banishing of the Ba'al and the War of
your skull- assuming you have a skull, ain't it? The short ver- Light and Dark. Unfortunately for the research team that was
sion of that answer is: nobody knows. It's the $64,000 question, excavating the secluded site, it was one of the first places hit by
and nobody has the winning answer. I don't even think the the minions of the Nightlords during Dark Day. The lead ar-
Nightlords are certain. But I'll tell you one thing: There's a hell chaeologist on the project, a paranoid glory hound by the name
of a lot of people trying to figure it out. of Doctor Mitchell Fannin, had kept the location of the dig a
Why? Power. secret from his peers (even those at his prestigious Canadian
All this rooting around in old ruins, scouring the most for- university) and the location of the site is now lost.
saken comers of the Nightlands, and trying to decipher books The only insight to come of Fannin's efforts was the fact that
written in languages that have been dead since the last ice age ... there seemed to be a good-sized Nightbane community centered
it's all about power. around what was once a large oasis in the desert, though he did
The Nightlords are scared to death of us for some reason. not reveal which one. His initial report stated that this ancient
Problem is, nobody knows why. A lot of people, human, Nightbane culture was similar to Babylonian society of old. An
Nightbane and other, suspect the Nightlords think we're holding enclave the scribes called the "Dark Children." Doctor Fannin
the wild card that will end this little poker game once and for made two other reports to the university's dean, but by the time
all. a local Seeker Convention obtained the initial report the
Nightlords had already replaced the dean and key university
Some believe that the first person to put our origin together
staff with Dopplegangers, and the reports were reported to have
right will be in a position to boot the Nightlords off this rock, or
been "misplaced" and nowhere to be found. (G.M. Note: Un-
take their place at the top of the heap.
known to the Nightlords, the Dean's Doppleganger has kept the
Think about it: What kind of secret will give you that kind of reports rather than destroying them, in case he needs bargaining
power? What else could you do with that kind of power once leverage at a later date.
you'd sent the Nightlords to the not-so-great beyond? Yeah,
This is just one example of the Nightlords' crusade to keep
now you know why so many people are so keen on our geneal-
everyone ignorant about the past and especially about the
ogy.
Nightbane's true nature.
Word to the wise before you go shopping for your Indiana
Speculation abounds as to why this might be, but like the
Jones hat: The more you uncover, the more likely you are to
Nightbane's own shadowy past, there is only speculation rather
wind up confused or dead. Our origin has stayed a secret this
than hard answers. Many, especially among the Resistance and
long for a reason, don't you think? But what do I know, I'm just
the Nocturne factions, believe if the truth was revealed, it would
passing along information and observations to help other
undermine the Nightlords and unity and empower the
Nightbane find their way in the world.
Nightbane. Others seem to believe there is a sort of "driver's
In the time before Dark Day, many Nightbane and the select manual" - writings that would explain the full extent of
few others who knew about them, scoured the world for clues Nightbane abilities and how to use them that would enable us to
about our inexplicable genesis. They journeyed to and from the become stronger, more adept at using our powers and better pre-
tombs of ancient China and Egypt, the cities of the Roman Em- pared for war against the Nightlords. It is also suggested that
pire, the frontier of the unsettled American West, and even the this mysterious Book of Dark Power would reveal the weak-
mysterious jungles of Central and South America. Some sought nesses of the Nightlords, why they fear us Nightbane, and how
insights from the lore of the indigenous people, while others we can destroy them. As intriguing as all of this might sound,
raided ancient ruins and tombs for artifacts that might bring the don't get too excited. No such tome has ever been found and its
pieces of the puzzle together like a supernatural Rosetta stone. very existence is mostly optimistic conjecture. If there is any
Despite finding evidence of Nightbane at all of the locations, it truth to this tantalizing legend, it is that knowledge is power, and
was the Middle East and North Africa that yielded the most the Nightlords don't want to take any chances, so they take ag-
promising signs for uncovering the truth. gressive action to find, capture, keep or destroy anything that
Unfortunately, those who sought such knowledge would run might help us learn more about our history and our powers. That
up against factors that hampered their pursuits. Many ancient ru- makes finding the tome or any truths about our past a contest
ins were located in remote locations or political instability made between the various factions and the Nightlords. For us, finding
getting permission to excavate or examine artifacts impossible. such knowledge is the Holy Grail of our species. For the
Territorial and ideological disputes could throw entire regions Nightlords, suppressing that knowledge means preserving their
into chaos, making them dangerous for even local Nightbane. domination of at least two worlds, the Earth and the Nightlands.
(Could outside forces have helped instigate some of these inci- If such a Holy Grail of knowledge even really exists.
dents to keep the truth hidden? It seemed like it sometimes.) In
other instances, ruins had been looted, damaged or destroyed by
bandits, war or centuries of exposure to the environment. Super-
32
Other Theories
Several other theories exist explaining the ongms of the
Nightbane and Ba'al, as well as the War of Light and Dark. In
fact, it sometimes seems that every group has their own theory,
especially major groups like the Hell Riders and Atlantis Soci-
ety. The ones listed above are simply the most common ideas
put forth so far.
(G.M. Note: Feel free to develop your own theories to ex-
plore, though the truth may never actually be discovered.)

sons for clashes with the Nightlords, their henchmen and other
Origin Subplots characters.
Provided below are some examples of places, people and
and Adventure Hooks artifacts that might provide information, quests and adventure.
They can be used in the story as any of the following plot de-
Game Master Note: Depending on the theme of the cam- vices.
paign, temperament of the players, and which faction (if any) An objective/quest: The characters must retrieve this infor-
the player characters belong to, knowledge about the history of mation or item before it is obtained, used or destroyed by the
the Nightbane, Nightlords, Lightbringers/Guardians, vampires, Nightlords or someone else.
and the Nightlands may be of great importance and an aspect of A burden: Stumbling upon it creates more questions, sends
many adventures and competitions between the player charac- our heroes on a new adventure, quest or mission that puts them
ters and the minions of the Nightlords, rival factions and others, in hot water, or makes them a target of the Nightlords, NSB, a
or of little or no significance whatsoever. However, the question rival or a new enemy.
of the Nightbane's origin, their relationship to the Nightlords
A red herring: Nothing is what it first appears to be. The ar-
and why the Demon Lords fear and seek the Nightbane's de-
tifact, information or clue is a ploy to distract, trick, mislead or
struction is an undercurrent that resonates throughout Nightbane
manipulate our heroes. Or it might be a fake, inconclusive or
culture and society, and personal psyche of most 'Bane. Various
aspects of that can make excellent story hooks, subplots and rea-
33
dead end, or it leads to a wild goose chase that creates new The traumatic assault caused the young man to undergo the
problems, adventure hooks or leads to something unexpected. Becoming on the spot. His Morphus was a monstrous, in-
A background detail: The artifact, information or clue is the sect-like humanoid. This sent his adoptive parents into an even
backdrop or cause of something going on in the back story or wilder frenzy. Both were beyond reason, and as the wife
serves as motivation for events and actions. For example: The screamed, the boy's adoptive father attacked him with a
word on the street is that someone stole something from the wrought iron fireplace poker to kill him. Not knowing his own
Nightlords (or one of the factions) and they want it back. While strength, the new Nightbane grabbed the weapon and struck
the player characters have nothing to do with the theft and have back, plunging the poker into the man's chest, killing him in-
no interest in the subject, they might get caught up in events sur- stantly. The insect-monster grabbed and shook his adoptive
rounding it. This could cause the minions of the Nightlords (and mother in an attempt to make her stop screaming, and acciden-
others who also want the item or info) to run around rousting tally broke her neck in the process. The trauma of the whole in-
and questioning Nightbane to find out who is responsible, or cident was more than the boy could handle and he passed out,
they might be out for blood and retribution until they get it back returning to human form. When he awoke, he claimed to have
or in their search, uncover who has it. Our heroes might fall vic- no recollection of the event (denial is common among the
tim to such ripple effects. Worse, it is possible they could be Nightbane) and was sincerely horrified to learn the fate of his
misidentified as the ones responsible or the ones who currently stem parents. The authorities cleared the frail young man of any
have the item. Another result could be our heroes being hired to wrongdoing and judged that the family had fallen victim to a
find it, protect it, deliver it or find and destroy it (or the people burglary gone bad, probably at the hands of gypsies that passed
who took/have it). Or our heroes might accidentally stumble through the area. The boy was sent back to the orphanage until
across the character(s) who does have it, or jump in to save an he came of age to take over the couple's estate.
innocent human or Nightbane being attacked by Nightlord Franz Kafka was the young Nightbane's friend and the boy
henchmen and inadvertently rescue the culprit (and the item or confided in him what really happened that day. Correctly deter-
info), making the minions believe they are part of this plot and mining that a truthful retelling of the account would not only be
making them targets, or in helping, join the person/party under too ghastly to be received well by his audience, but that it might
attack and so become embroiled in the plot. If the incident re- also cast suspicion on his Nightbane friend, already tortured by
mains a background plot, it might cause other things to happen what he had done and the monster inside of him, Franz decided
that impact the lives of our heroes, helping or impeding their to alter the details of the story. This included changing the end-
own, completely unrelated schemes, e.g. increased security, de- ing to the experience killing the young man after his father ex-
creased security, an opportunity appears because the Nightlords presses his disapproval of him. Kafka found this to be both
are directing their resources elsewhere, etc. Or the incident, info poetic and truthful, as the traumatic experience did destroy the
or artifact might simply offer some food for thought or back- real young man in a sense. Even though his adoptive parents
ground color to enhance the mood and atmosphere of the cam- weren't the most loving of people, they were the closest thing to
paign, or serve as a lesson. family he had ever known and he did not mean to kill either of
Game Masters, use the offerings that follow any way you them. Their murder haunted the young man, as did the knowl-
deem fit. Also use them as examples and templates for creating edge that a real monster lurked inside of him. Indeed, the experi-
your own adventure hooks and plot motivators. Please feel free ence sent him into a state of melancholy that finally caused him
to change or build upon any of the ideas offered in this book to to take his own life at the age of twenty. He drowned himself in
better fit your own campaign and player groups. Enjoy. his bathtub after a night of heavy drinking. The authorities
found him several days later still clutching a broken teacup.
The real story of this young man was captured in great detail
The Kafka Lost Diary by Franz Kafka in a series of notes he made after speaking with
Franz Kafka was a famous German author who lived and his friend on several different occassions. These original notes
died in the early twentieth century. One of his most notable include a description of the man's earliest memories, the events
works is entitled Metamorphosis, a story and play about a that led to his Becoming, the powers and abilities he possessed
young man who wakes up to discover he has changed into a gi- as a giant insect, a sketch of his Morphus (drawn by the man
ant insect. Many literary experts attribute the story to Kafka's himself), the young man's feelings and fears, and most impor-
fears of debilitating mental illness. However, those literary ex- tantly, conversations the young Nighbane had with a mysterious
perts are not Nightbane. figure who offered to be his mentor. In these conversations, the
The truth behind the Kafka short story lies with a child- mentor revealed to him the true nature of the Nightbane and
hood friend of Mr. Kafka's who he first met in his home town of how to deal with his monstrous id-self. The mentor also re-
Prague. The young boy was raised in an orphanage for most of counted his efforts to track down other Nightbane, teach them to
his childhood, and adopted, in his early teens, by a family that deal with what they were, and educate them. Supposedly,
treated him like an indentured servant. One night, after the boy Kafka's Metamorphosis notes contain the names of several an-
had lived with them for two and a half years, he accidentally cient and elder Nightbane (who might still be alive), as well as
broke a family heirloom set of fine china dishes. This upset the what the mentor knew about the Nightbane's origins. The exact
couple so badly that the man scolded the boy harder than usual, contents of these notes are unknown, but many would love to
slamming his head against the fireplace and shaking him vio- get their hands on them, not only for the secrets they may con-
lently as he screamed in the teenager's face. tain about the mentor and other Nightbane of the day, but also

34
because Metamorphosis is one of the best known stories be- plaything of the children and opened many times by the children
lieved to be about the Nightbane. in the orphanage's care. After the orphanage closed down years
later, the puzzle box was said to have been given to one of the
orphans, who passed it down as a family heirloom for genera-
The Night World Puzzle Box tions through his adoptive family. The puzzle box is soon to be
In medieval Germany, there was a legend about a mysterious put up for auction by a business called Arkayne Collector's
individual who lived for hundreds of years in a small cottage Emporium, a dealer in the "odd, interesting, and occult." Many
deep in the Black Forest. Different versions of the story conflict wealthy and influential figures are vying for this item, including
as to the exact description of this individual, but all agree that he a couple of ancient Nightbane, Karl Hoffman (the caretaker for
was known as the Toy Maker. Modern occult scholars suggest the Seekers artifact repository), and his colleague, Saul Van Der
that this person may have been a Nightbane, Geo-Immortal, or Hendt (using an alias, of course).
other long-lived being. Whatever the case, the Toy Maker was What none of them realizes, however, is that this box is not
said to be a sorcerer, alchemist, psychic, and artificer of great the same one that holds the spirit. The Toy Maker made many
skill and power. Unfortunately, he was also said to be quite mad puzzle boxes and this one is, indeed, an object of magic, but it is
and known to spin fantastic and confusing tales about "other re- not the famed Night World Puzzle Box. It is a prototype for it.
alities," including one that matches the description of the The box in the auction looks new, as if were made yesterday,
Nightlands rather closely. and shows no sign of its true age or purpose. That's because it is
On one of his adventures to this "night world," he claimed to nigh-on indestructible (500 S.D.C. with a Natural A.R. of 18,
have encountered an ethereal being that pleaded with him for his and it regenerates 20 S.D.C. per minute). Those with arcane
help. It explained that it had been made incorporeal by a being knowledge can verify it radiates with a modest magical aura.
of incredible power and wicked intent, but that it knew many se- The box is special in another way, when the puzzle is solved,
crets that could be used to defeat this evil being and his demonic the box can be made to flatten itself out. When that happens it
minions. If only the Toy Maker could rescue the being from his reveals a map that is inscribed on the inside. The map inscribed
ghost-like state, he might be able to find champions to destroy in the box points the way to a place where ''the wall between re-
the demon lord before he could hurt anyone else. To complicate alities is thin" and one can find a portal from our reality to the
matters, the ethereal being could not maintain its link to that fabled night world (which is the Nightlands!).
world for much longer and would soon fade away into oblivion. The whereabouts of the real box remains unknown. One
The Toy Maker, convinced of the creature's sincerity, worked legend says it can be found at the center of a large, subterranean
some magic to imprison the being inside a large gem and re- labyrinth. First, the labyrinth must be located. Then the subterra-
turned with it to Earth. nean maze must be navigated to find the resting place of the
Back in his workshop, the Toy Maker fashioned a beautiful puzzle box. This is not an easy task as not only is it a maze, but
and intricate puzzle box out of an unknown material. Much to the labyrinth is fraught with dangers of all kinds designed to test
the imprisoned spirit's chagrin, he placed the gem inside this the mettle of those seeking the genuine puzzle box. In effect, the
box and sealed it. As legend has it, the Toy Maker's logic was Night World Puzzle Box is nestled safely away inside another
that the ethereal being needed a suitable champion(s) to rescue it subterranean puzzle box.
and destroy the demon lord of the night world. An individual or If the box is found, its puzzle must be solved through trial
group of heroes possessing great power, courage, determination, and error until it opens to reveal the soul gem concealed inside.
and intelligence. Thus, anyone who could successfully open the Like the other box, it is near indestructible (same stats), plus de-
intricate puzzle box and find the gem to contact the being stroying the box requires so much force that it is likely to de-
trapped inside of it, would surely fit the bill. Shortly thereafter, stroy the gem inside and release its ghostly inhabitant to fade
it is said the Toy Maker, plagued by a series of misfortunes after away in but an instant.
his return from the night world, packed up his shop and went to Adventure Notes: The exact details around the puzzle box
live in another reality. He did, however, leave the puzzle box in are left up to the G.M. to work out. The location of the labyrinth
the care of a nearby village. When they asked him what was in- can be literally anywhere. The labyrinth could have been built
side he answered simply, "memories." by the Toy Maker, or it could be a secret and sacred place built
No one seems to know if these stories have any basis in fact, or used by the Vatican, or a third party. If a secret location built
or if such a puzzle box ever really existed. However, an ornate by the Toy Maker or the Vatican, it is probably located in Eu-
puzzle box is known to have been presented to the Roman Cath- rope. On the other hand, the Toy Maker was a dimensional trav-
olic Church as a gift by a lesser German noble shortly after this eler and explorer, so hiding it in the New World (North
event is said to have taken place. From that point, the puzzle America) is a possibility (who would imagine he hid it there?).
box has not been mentioned in any other tales or accounts to Likewise, if the puzzle box was really given to the villagers, it
date. could have ended up anywhere and the labyrinth could be a new
Many have wondered what ever became of the toy. Could or ancient location.
this mysterious box still lie in the vaults of the Vatican? Or was The labyrinth could be a protective maze with physical traps
it deemed to be a dangerous or cursed magical artifact and sent and secret passages, or it may also have magical properties and
elsewhere and hidden for safe keeping? even a portal to the Nightlands, Astral Plane, or even other
The truth is no less intriguing. There is evidence that the planes of the Megaverse. The layout of the labyrinth and what
Night World puzzle box was given to an the owner of an or- traps or tests lie within are left up to the G.M. One suggestion is
phanage in London, England. It is said to have been a favorite
35
that the floor plan of the place could shift much like an actual times over the last few centuries, though there are no photo-
puzzle box. graphic records or sketches of any of them. One was part of
Even if the group secures the actual box, how is it opened? Benito Mussolini 's private collection, but it disappeared after the
Does it ask riddles ofthe characters or require P.P.E. to open or surrender of Axis Italy in World War II. Another had been in the
operate? Another question is, will the spirit even be in any con- collection of a private art collector, but it was stolen from an art
dition to speak to the characters? We think yes, but centuries of exhibit in Melbourne, Australia, in 1988; it was the only item
imprisonment may have taken its toll (or perhaps it only feels taken. A third is said to have recently sold at an estate sale in St.
like days or even hours for the spirit inside). Louis, Missouri, February, 2000. The other two pieces haven't
Finally, is the ghostly spirit good or evil, insightful about the been seen in hundreds of years and are presumed to have been
Nightbane and/or Nightlords, or another dead end? What is the destroyed or forever lost.
spirit exactly and what does it know? Was it even the
Nightlands the Toy Maker visited, or was it an entirely different
realm? Who or what was the Toy Maker, anyway? Maybe the
The Atlantis Society
spirit is or was good, but is insane and dangerous. Can it survive Billionaire-playboy Richard Henessy and his group of ex-
in our world? Will it lead our heroes on a valiant quest or mis- plorers have no clue as of yet, but they are soon to become some
sion into the Nightlands, or can it recapture its physical form on of the foremost experts on the lost Nightlands civilization
Earth? Presumably, it is an ancient (and powerful?) enemy of known as the Lost Race. The underground city they have dis-
the Nightlords, which could lead to all kinds of adventures. covered was one of the final strongholds of these enigmatic be-
Game Masters might even give the gem or the puzzle box (it's ings in their war with the Minions of The Dark over 12,000
probably safest to keep the gem in the box when not actually us- years ago. The various mosaic murals, stone carvings, inscrip-
ing the gem or communicating with the spirit inside) special tions, and even a handful of scrolls that the team is busy at-
powers or magic that can help the player characters hide from or tempting to translate have elements in common with several
battle the Nightlords and their minions. ancient civilizations found on Earth. However, there are a large
number of aspects unlike any these historians have ever seen. It
will take time, but the archaeological data found in the under-
The Lost Mural of Verdicelli ground city will eventually divulge some of the history and cul-
The story of the Verdicelli mural states that a wealthy Vene- ture of the Lost Race.
tian noble commissioned the skilled (yet relatively unknown) ar- First and foremost, the archeological evidence tells a myth
tisan Francisco Verdicelli to paint a depiction of an ancient that suggests the Lost Race were dimensional travelers of some
battle. This noble paid Verdicelli handsomely with the stipula- sort, arriving in a place known as the Nightlands eons before
tion that he was not to speak of the painting to anyone. the Ba'al-ze-neckt (Nightlords). In fact, evidence will suggest
All went fairly well in the beginning, but the closer that these mystical explorers visited Earth several times before
Verdicelli came to completing the painting, the more discontent the first known human civilizations appeared! Indeed, chroni-
the noble grew with his work. After a particularly difficult day cles of such journeys will tell how these individuals made con-
working with the nobleman, Verdicelli and a couple of his con- tact with Earth natives and how they tried to "enlighten" them.
temporaries indulged in a bit too much wine during a festival. A couple of tales even tell of encounters with "Spirits of Light"
The artisan then began to complain loudly of the pig-headed pa- and how they were suspicious of the First Ones.
tron he was working for and how odd it was that he had such a One set of scrolls actually has a painting of such a meeting as
particular taste in the minor details of the mural since it was but well as a description of the dire warnings the creature gave to
a "work of the fool's imagination." The drunk artist laughed the Lost Race about "interfering with the natural course." Occult
about the absurdity of the painting and divulged the work to be a experts will note that the "Spirit of Light" in the painting bears a
battle scene between "angels and demons that was no part of strong resemblance to descriptions of the beings known as
scripture." That the demons were clad in baroque black armor Guardians.
and commanding winged gargoyles and demonic figures clad in Another important aspect covered by the art and writings
similar black armor. The angels, the artist laughed, were the found in the lost city is a piecemeal account of not just the war
most ridiculous of all, for while some had feathered wings and with the Ba'al, but even earlier conflicts fought against what ap-
glowed with God's divinity, others were grotesque monsters pear to be both demons and vampires l Details indicate that the
fighting alongside mortal warriors while others protected inno- fight against demonic invaders was relatively short, with the di-
cent women and children being ushered to safety. mensional magic of the Lost Race banishing these creatures
Someone who found the description to be blasphemous (or back to their own realm. However, the conflict with the vam-
not absurd or laughable at all) must have overheard Verdicelli, pires appears to have lasted roughly one or two millennia, with
for the next night, the mural nearly finished, brigands broke into no clear end to the war ever being detailed. Instead, accounts
the studio, tore the unsuspecting artists throat out as he sat with then shift to the topic of the "Dark Ones" and their bid to control
brush in hand, deliberating upon his final brush strokes, and the Nightlands.
stole the mural. The noble vanished that same night and was It seems from the very beginning, the war against the Ba'al
never heard from again. did not go well for the Lost Race. Perhaps this was due to the
The mural is said to have been split into five pieces, each the strain of a millennia of warring with the vampires, or perhaps
size of a modem door. A few have reportedly surfaced several they were not ready to deal with this new threat. Such details are

36
not revealed by the ancient records. What is shown is how the
Ba'al swept across the Lost Race's kingdom like a plague of de- The Crimson Ark
vouring locusts. Envoys were apparently sent to the legendary Having dealt with the supernatural for almost half of a cen-
Formless Ones in a bid to solicit their aid, but the envoys never tury, the PAB (Paranormal Activities Bureau) had one of the
returned and it is unclear if they ever reached their destination or most detailed sources of information on the paranormal ever
fell to a dire fate. compiled, complete with data involving sightings, descriptions
The last scraps of information are scrawled on crude parch- of Nightbane and other supernatural beings, known facts and
ment that has miraculously survived the passing eons. They tell statistics about them, biographical data on the most notorious
of several groups of the Lost Race fleeing the Nightlands for members of the occult, data on secret organizations obtained
places scattered across the heavens. The very last words speak through moles and spies, and entire warehouses of seized mate-
of the remaining warriors and wizards retreating to the capital rials and evidence (most of which hadn't even been catalogued).
city in the North to pool their resources and break the siege from Then Dark Day came, PAB was disbanded overnight and much
the enveloping Darkness. They decided to bury this city before of the treasure-trove of information was sealed and taken way.
they left to keep it from the enemy, hoping to reclaim it once the Presumably, this incredible resource is used by the NSB (Na-
invaders had been pushed back. Apparently, they never got the tional Security Bureau) and is off limits to other government
chance, and the city has remained buried for thousands of years agencies. In short, the Nightlords seized and have the data.
until now. However, some actual data files, some duplicate files and bits
of other data on hard copy (e.g., handwritten reports and jour-
What the historians and researchers of the Atlantis Society do
nals, photographs, etc.) were spirited away by members of the
not realize is a number of the artifacts they have unearthed are
PAB before the Nightlords closed down their agency. These
both magical and sentient, and are just beginning to awaken and
canny agents smelled conspiracy and foul play and salvaged
reach out to new potential champions. No doubt, these magic ar-
what little they could. Since it was members of the P AB who
tifacts will try to aid the researchers in translating the ancient
helped found the Spook Squad, that information is now in their
writings and depictions, as well as fill in some of the gaps about
hands.
the ancient past.
The Crimson Ark. With the surging integration of comput-
On top of that, there is a magic forge still buried in the city ers into government organizations in the late seventies and early
the researchers are excavating. If it is found, and if it wasn't se- eighties, much of what had been contained in dusty old file cabi-
verely damaged or destroyed when the city was buried, some of nets was transcribed into electronic form and later consolidated
the artifacts may even begin to instruct members of the Atlantis on a super-secure database only accessible by PAB personnel.
Society in how to create new magical weapons for the continu- This database, dubbed Crimson Ark for the agents who had
ing fight against the Ba'al! However, this is an arduous training shed blood in getting the data, is still in use today by the NSB!
process that will take decades to complete, so results will not be The Nightlords use it to identify, locate and terminate
had right away. Still, with the number of artifacts already being Nightbane, Guardians and other threats to their empire building
unearthed, and the archaic knowledge the ancient ruins have to on Earth. The files have been maintained and expanded to keep
offer, the Atlantis Society is poised to become a major force in tabs on the enemies of the Nightlords and flag potential threats.
the war against the Nightlords (the Ba'al). The Nightlords are The Crimson Ark is the most comprehensive database on the
already marshaling their forces and using their political influ- Nightbane and the supernatural (which includes the operations
ence to make that impossible. They are doing things that call to of the Nightlords and their minions) in the world. It serves as the
question or invalidate the claims and findings of the archeologi- focal point for the intelligence gathering operations of the NSB
cal discovery that is being heralded as the "the greatest histori- and the Hidden War against the Nightbane and other enemies.
cal discovery of the new millennium." They are also using As a result, it contains information on known factions, large and
political and financial pressure to impede the progress and stop small, known Nightbane, suspected Nightbane, Nightbane oper-
further excavation. Behind the scenes, their minions and human ations, and related data.
henchmen look to steal and destroy artifacts that threaten the If someone were able to locate and tap into this database, it
Ba'al, as well as discredit key members of the excavation with could provide a serious advantage in the form of intelligence on
scandal and innuendo. If the discovery hadn't become an instant the various rival factions, rogue Nightbane and NSB/Nightbane
global sensation the researchers would have been massacred. surveillance and other operations, as well as a list of potential
Now, the media darlings of the Atlantis Society have to be dealt allies in the fight against the Nightlords.
with in subtle ways.
Locating the facility that houses the database is no easy task,
Any player characters involved with the Atlantis Society, or as the physical database was moved to a secret location shortly
who become involved with them in some way, could learn about after Dark Day to prevent it falling into the hands of rogue PAB
the history of the Nightlands, the Nightlords, and possibly the agents. There are several places rumored to house the database,
Nightbane. Furthermore, heroes may be contacted by the en- including Fort Knox, the Cheyenne Mountain Complex, and a
chanted weapons and recruited to protect the leaders in the top-secret facility somewhere beneath the frozen plains of
Atlantis Society, protect or use the weapons, and help the sen- Alaska. There are even rumors that it was transported to, and
tient weapons build a new Army of Sword Bearers. Note: For somehow operates from, the Nightlandsl
more information on the Atlantis Society, the Lost Race, and the Even if the facility is located, it will be under super-heavy
Sword Bearer O.C.C., see World Book 2: Nightlands. guard by at least 40 Hounds, 40 Hunters, 8 Hound Masters, and

37
20 Hollow Men, and 100 loyal Dopplegangers who appear hu- itself as an incoming report and tricks the filing program into al-
man as well as some (4D6) human NSB agents (loyal to the locating a massive amount of memory for it. The program then
Nightlords) equipped with military-grade weaponry such as proceeds to copy the contents of the database to the allocated
9mm pistols, assault rifles and hand grenades with a few heavier memory. It then reverses the buffers on the data-feed, allowing
weapons just in case. Some NSB personnel and all agents are the transmission of the copied database to a pre-determined IP
protected by full suits of Class 4 hardened body armor (280 address (untraceable due to it supposedly being one-way), while
S.D.C., A.R. 17). This is in addition to the state-of-the-art elec- leaving behind a self-replicating worm cluster designed to delete
tronic security that includes one-way data feed (only allows data the entire archive and fry the system. The only hitch is that only
to come in, inquiries are processed by facility personnel and sent computers in regional NSB headquarters have the secure uplink
by a completely separate network, meaning that even a Light- to the Crimson Ark system, meaning that one would have to in-
ning Rider that made it through the line would only manage to filtrate an NSB stronghold to transmit the program! Of course,
get himself stuck in a super-secure facility on lock-down), an this is all assuming the player characters even happen across this
extremely advanced firewall, and a self-sealing facility with information, let alone make contact with Ryan Murray.
HALON-gas "fire suppression system." In the event of a secu-
rity breach, the entire facility is locked down, the server room
flooded with HALON, and guards will not hesitate to kill any The Sable Diaries
intruders. If intruders prove to be more difficult, three times the
number of current minions can be mirror walked in from the sis- These volumes were written by a previously unknown French
ter facility in the Nightlands within ten minutes! author by the name or Pierre Francois Jacquot shortly before
What no one realizes, including both Spook Squad and the the French Revolution. The first of the pair detailed the origins
NSB, is that there is still a way into the system without assault- of the dreaded Nightlords and how they were driven from their
ing the housing facility. The man who designed the security pro- kingdom by a revolt of the people (similar to the account from
tocols for the Crimson Ark, a systems engineer by the name of the Books ofNight). The second diary is an account of the life of
Ryan Murray, was tipped off by friends in the occult community a long-lived hero named Pierot, who aided the escape of Jewish
and escaped the Nightlords' purge by going underground a cou- slaves from Egypt, tried to defend Rome from a barbarian inva-
ple days before Dark Day. Furthermore, Murray wrote a per- sion, and attempted to secure peace between Charlemagne and
sonal "back door" into the system buried in the mountains of Richard the First during the Crusades. Some scholars believe
computer code in case the database was ever compromised. This that there is also a third book, or at least there was supposed to
Trojan horse program, known as the "Moses Cipher," disguises be, as Jacquot seems to hint at what happened to the Nightlords

38
after they were driven away. Despite these opinions, no third and raised an army of his own undead until an alliance of human
book was ever published and no manuscript was ever found. sorcerers and "those damned glow-worms" dethroned and al-
The first book was what made Pierre known as a writer, as it most destroyed him. He also claims that these events have re-
gained some popularity with the more scholarly members of the peated themselves over and over throughout the ages, although
Revolution. They saw the Nightlords as a metaphor for the this most recent time his "children" were the ones who thwarted
French monarchy, and themselves as the people rising up to his plans, which truly bewilders him. He would be glad to tell
overthrow these tyrannical leaders (though such a victory would the player characters all about it, as well as answer any question
require hard choices, many sacrifices, and the spilling of much they could ever want to ask about the Nightlords, Lightbringers,
blood). For these "treasonous" writings, King Louis XVI had vampires, Nightlands, War of Light and Dark, etc. If only they
Jacquot arrested. Shortly thereafter, though well before Bastille would be so kind as to help him escape. Perhaps he will even
Day, Jacquot was found dead in his cell from unknown causes. make them generals in his army when he conquers the world,
Despite their popularity during the French Revolution, the again.
Sable Diaries quickly faded into obscurity. Today, there are The problem is, not only is Yuri delusional due to constant
only three original sets of the two known diaries believed to ex- exposure to low levels of radiation to hamper his natural abili-
ist. One set is owned by a prominent French author rumored to ties, but he will make up anything in order to escape. Even if the
be a member of the Seekers, another is in the care of a history player characters somehow managed to learn ofYuri's existence
professor at Oxford University, and the final set is split between and location (both of which are closely guarded secrets kept by
the wife of a wealthy oil baron living in Idaho and a small rare a select few of the Nocturnes' highest leaders), getting past the
book dealer in Brazil. eight elite Nocturne guards (two Nightbane, Wampyrs, human
There are, however, a handful of translated copies in English, sorcerers, and psychics, all 1D6+4th level) and extracting Yuri
Spanish and Russian that are almost as rare and they too are while dealing with an irradiated environment and avoiding the
scattered around the globe. A limited edition of the two diaries attention of Lord Mocker's minions will be no small feat.
that claims to have been made from an actual first edition is cur-
rently being offered by an obscure publisher in Germany as a
limited edition for $1000. Unfortunately, this is a Nightlord op-
The Tomb of the First
eration designed to discredit the original volumes. When com- In the search for answers regarding the ongm of the
pared with the authentic diaries, the newer reprints have Nightbane, there is one location considered to be the proverbial
substantial portions that have been replaced with misinforma- birthplace of their race. It is a place so highly regarded that even
tion. the most ancient of Nightbane refer to it in hushed, reverent
The Sable Diaries are infamous for many reasons, but one is tones. That place is known to most only as The Tomb of the
because they offer one version of the origin of the Nightlords. First. This is because it is reportedly the final resting place of
According to the Sable Diaries, the Nightlords were once human the first Nightbane ever to exist.
practitioners of magic from a civilization before any currently There are several versions of the Tale of the First, although
known. They practiced dark magic and are said to have gained one is regarded by most to be the true story. This legend states
their sinister powers by following the teachings of a man known The First was a princess in the Assyrian Empire, somewhere
as Malak. Molok engaged in human sacrifices to a dark god and around 640 B.C., named Anjara. The princess was a ra-
formed a dark cabal that overthrew the king to rule a small em- ven-haired beauty who had fallen in love with a peasant worker.
pire with an iron fist. The followers of Molok were eventually Her father forbade the relationship, but Anjara was too stubborn
overthrown and banished by the people with the help of angels. to listen. She snuck away from the palace in the dead of night,
The book only briefly mentions that without strong leadership, intent on leaving her royal life behind to run away with the man
the civilization decayed within a few decades. she loved. However, her father had his soldiers watching the
The existence of the third diary and its contents remain a peasant's abode, and they moved in as soon as the princess ar-
mystery and may be nothing more that myth and legend. rived. Since forbidding his child from marrying the commoner
did not work, he had the man put to death. This heartbreak trig-
gered the princess' Becoming, and she fled into the darkened
Yuri the Mad desert.
Imprisoned in the basement of a Nocturne safe house near Anjara is said to have settled in a small village far from her
Chernobyl, Russia, an interesting individual is kept under lock home, and gathered peasants about her to educate them in the
and key. His name is Yuri, and if he is to be believed, he is one ways of peace and harmony. These peasants revered her as a
of the most ancient vampires on Earth. Yuri claims that he was a god, and this pseudo-religious sect spread quickly through the
Master Vampire who struck a bargain with another power in or- countryside. When her father got word of this, he saw his
der to escape his life of servitude to his dark god. However, he "demon-child" as a threat to his own power and sent his soldiers
was betrayed by the deal-maker (he refuses to reveal who this to kill her and her followers.
may have been) and cast out of what he calls his Dark Eden. At Here, the stories diverge on what happened. Some say that
the end of this tale, Yuri always curses, spits on the ground, and the small village was slaughtered to the last person. Another
mutters something about trading one evil for another. tells how, faced with the slaughter of her innocent disciples,
After he was cast out of the brotherhood, he says he ended up Anjara again took demon form and waged a great battle against
in ancient Romania where he took the name Vlad the Impaler, her assailants. When the battle ended, she alone remained alive
and vanished into the night. The most commonly accepted story
39
tells that the warlord in charge of this mission of death could not sun. None of his dreams were to come true. Without warning,
bear to enforce it, and let Anjara escape on the promise she Wihinape died in her sleep the eve before Magog intended to
would disappear and never be heard of again. free her and ask her hand in marriage. Her death was a heavy
Whatever the case, it is believed that her remaining followers blow to the Ba'al prince, who sunk into a deep melancholy and
entombed her after her death some decades later, and that the self loathing, seeking solace in his duties and dreaming dark
tomb and her body still exist somewhere in modem day Egypt dreams once more.
or Libya. The truth is that it was not the conditions of her imprison-
Those who search for the tomb may indeed find it, though it ment that killed Wihinape, as tool-marks on her rib cage reveal
is not what it has been made out to be. Anjara did indeed exist, that she was stabbed by a Darkblade. Communing with the spirit
and was one of the first Nightbane in the ancient Middle East. of Wihinape or using Object Read on the remains of her gown
However, she was not the very first to Become a Nightbane. The (Magog insisted she be entombed exactly as she was found), re-
lesser-regarded version of the tale is actually closer to that title. veals the murderer to be none other than King Moloch. Magog's
This version states that a young Native American squaw dreams had given him away to Moloch's spies in the
named Wihinape was actually the first Nightbane. While the Dreamstream. King Moloch would not allow a useful rising star
first Nightbane to be "born" occurred somewhere in the such as Magog to be subverted and taken away from him by a
Nightlands untold centuries before, Wihinape was the first Nightbane savage, as it would interfere with his plans and might
Nightbane born on Earth. She was a brave young woman poised encourage others to pursue life away from the Nightlands. Kill-
to become the next shaman in her tribe. Her first use of magic ing Wihinape, healing the external wound, and then promoting
triggered her Becoming, the spell went awry, and a freak dimen- Magog in short order, kept the young Ba'al in line and in service
sional anomaly deposited her in the Nightlands. The dimen- to his master. Thus, King Moloch crept into her cell and did
sional ravages not only took their toll on her, but they also away with her while Magog slept. He then allowed Magog the
deposited her right into the lap of the Ba'al. Despite her formi- ridiculous gesture of entombing his lost love. The rest, as they
dable mystic power and newfound strength as a Nightbane, she say, is history.
was unable to avoid capture and certain death at the hands of her If someone could ever prove to Lord Magog what really hap-
evil captors. pened to his beloved Wihinape, it could compel him to wage
This means that the real Tomb of the First lies somewhere in all-out-war against his "king."
the Nightlands. Another unfortunate truth is the fact that finding
it will do nothing to reveal the origins of the Nightbane. How-
ever, if the right character(s) (the player group, perhaps?) should
The Shadowboard
locate Wihinape's tomb, they would uncover a new, terrible
chapter in the story of Wihanape. A chapter that could shake the
& the Internet
foundation of the Nightlords' power. The Internet, and more specifically, the Shadowboard, can
Uncovering this story would require Object Read, Commune provide a wealth of information to anyone who can operate a
with Spirits, or various Necromantic spells, or some other means computer and navigate the web - or at least have someone do so
to contact Wihinape's spirit which still haunts her tomb. for them. Various topics and theories are discussed freely. His-
The truth behind the tale of Wihinape is as unbelievable as it torical accounts, scientific studies, theories, rumors, word on the
is tragic. She was indeed swept away from her tribe during a street, and even little-known facts can be found with a certain
healing ritual for her ailing mother. When she appeared in the amount of digging. There are even such documents as the Wan-
Nightlands surrounded by the "demon-men," she fought like a derer Diaries and the various versions of the Nightbane Sur-
trapped puma in an attempt to escape. Her efforts failed and she vival Guide that may reveal several general facts and help new
was captured by an up-and-coming Ba'al named Magog. While Nightbane sort out their situation. However, there are also sev-
she had tried to kill him, Magog respected the tenacity of this eral pitfalls to using the Internet to look into topics such as
small human woman. Thus, he imprisoned her in his small fron- Nightlords, Nightbane, magic and supernatural creatures.
tier fortress to be used as his plaything. Drowned in despair at There are very few ways to determine whether information is
being locked away from the sky and her people, Wihinape still fact or fiction. Even well-intentioned contributors to the online
refused to show weakness to her enemy. In time, Magog found knowledge-base may only be repeating false information that
that his respect for this woman's strength had given away to they believe to be true themselves (and this does not speak to
something more. Something alien stirred deep within his soul. the volumes of disinformation spread by agents of the
Magog was falling in love. He began to listen to the maiden's Nightlords, and propaganda put out by each faction). Despite
stories about a simple life of hard work, simple pleasures, and this, anyone with both Computer Operation and the Research
the love of tribe and family. A life lived in harmony with nature skill will be able to identify a handful (1D4) of sites with good
rather than corrupting it and twisting it to one's wishes. reputations among the occult community (correct 60+3D6% of
Magog found himself dreaming about this simple life, living the time), with the new Netwise skill being even better. How-
in the warmth of sunlight with his beloved Wihinape. In truth, ever, there is no guarantee that the sites will remain operational
he had almost forgotten what the sun looked like. The Nightlord or accurate as they tend to fall prey to hackers, computer viruses
resolved to surprise the maiden with her freedom and take her and sabotage if the hosts aren't raided by the NSB first. This
back to Earth where he would ask her to accept him as her hus- highlights another big danger of trolling these sites, as many are
band, and live out the rest of their lives under the glow of the monitored by the NSB (if they are not specifically set up by
them as traps) as a way to hunt down potential threats.
40
If one truly wants to go out on a limb, the Shadow board, and Another reason libraries are valuable resources is that they
to a lesser extent, the rest of the web, can actually be used to combine several different types of mediums under one roof. One
make contact with actual Nightbane, members from the factions, can typically access a computer and the Internet, search for a
Spook Squad, and the NSB. Specifically, message boards, chat book, view films, find reference periodicals, and sometimes ac-
rooms, and even some file-sharing and e-mail services are moni- cess certain archived city records among other things. Don't
tored by the Underground Railroad, Resistance, Nocturnes, and think that this is strictly relegated to printed material either, as
the Seekers to keep an eye out for potential recruits. If one in- oftentimes larger libraries will have historical artifacts archived
quires in the right manner through the proper channels (a suc- or on display much like a museum. Another service that may be
cessful Lore: Factions at -10% or Netwise at no penalty), then offered by a library (more common among university libraries)
contact with one of these recruiting agents or supporters can be is the ability to get printed material from other locations mailed
achieved. Unaffiliated supernatural beings, including independ- to the partnered library rather than having to go and retrieve it.
ent Nightbane, smaller groups, brotherhoods, societies, and Whether the library is large or small, public or private, uni-
mini-factions may also be contacted, though doing so is much versity or otherwise, it could offer plenty of potential for adven-
more difficult (Netwise roll at -15%). Making contact in this ture. Even beyond the obvious, libraries are a good, public place
way can be extremely dangerous as many new Nightbane have where characters could meet, pass information, and do research.
fallen prey to the NSB and other Nightlord minions pretending The librarian could be a member of the Seekers. The NSB and
to be friends and allies or because the user got careless and his other Nightlord minions might regularly stake out the library,
location traced via his Internet connection. alert for suspicious looking characters, or monitoring the com-
In a game context, the World Wide Web can be a source for puter and book section for anyone investigating the paranormal,
information, clues, leads, quests, and all sorts of adventure and Nightbane, Nightlords, the government, or conspiracies. A li-
mischief, including the Nightlords and their henchmen like the brary, may have the info our heroes need, but maybe they need
NSB using such contacts to set traps for their enemies, lure special authorization to see the "rare" books and documents or
Nightbane into their clutches, gather intelligence and so on. have to jump through hoops to get at the material they need, or
Game Masters, use this to your advantage and as a gateway to to find the answers they seek. For example: Many university li-
adventure, mystery and intrigue. braries require you to be a student or faculty to check out mate-
rial or even to gain access to the rare books section and other
archives. Most will not allow books designated as "reference" or
Libraries "rare" to leave the room where they are kept. Similarly, old
Libraries are repositories of written knowledge that have ex- books need to be handled with care and photocopies are not al-
isted for thousands of years. In the late twentieth century, the lowed for fear of damage or because the tomes are too valuable
popularity of libraries faded somewhat, due mainly to the advent an asset. Getting access might require the player group to take a
of computer archives. However, libraries must not be over- class, get fake I. D., bribe or do a favor for one of the students or
looked as a resource for those searching for information. In ad- staff to get access, or even break in to see or to steal the book,
dition to thousands of physical books, many libraries, etc. Don't forget others - rivals and enemies - may use the li-
particularly university libraries and the main library of major brary for the same ends and might even be looking for the same
cities, have an antiquities reference library where truly old information at the same time. (Hmm, that could spell a firefight
books are kept, microfilm libraries (antiquated but effective), as on the steps of the library or even inside.)
well as banks of computers with Internet access available for Authors' Note: The value and resources of libraries extends
public use. into real life too. Libraries are amazing places to visit, offer a
There are many different reasons why libraries remain a wide range of reference materials, access to computers and the
valuable resource. Due to the sheer amount of written material web, and are good at generally expanding your mind. I know it
in existence, most books have not yet been uploaded to the sounds like a cheesy public service message, but it's true. As an
World Wide Web or any other electronic format. Some books, additional aside, Erick Wujcik used to frequent the library,
especially older tomes, aren't accessible unless one physically wherever he was, on a regular basis. Not just for research, but to
goes to the location where it is kept. Other books are on private check out books to read and return without having to buy them.
databases that may be accessible only through membership to Most libraries have a surprisingly current range of published
that site, university, library or hosting organization, and still oth- works.
ers are misfiled or not included (for various reasons) in the re-
sults oflnternet search engines.
This means that there is a large amount of information only
Museums
available to those who actually visit the public or private library Whereas libraries and the Internet are the go to source for
facilities in person. This is especially the case when the materi- printed material, museums fulfill that role for historical artifacts
als one is searching for are very obscure, very old, or not often and artwork of all kinds. Most major archaeological finds of the
requested, like most material dealing with the Nightbane. past 150 years can be found in a museum of some sort, even if it
One-of-a-kind items are often even more impossible to fmd, as is a traveling exhibit or on loan. Paintings, statuary, tapestries,
they are typically part of a private collection or library (espe- pottery, jewelry, garments, furniture, stone monuments, tribal
cially if expensive) that may itself be in a faraway locale. masks, suits of armor, ancient weapons, ancient (human?) re-
Gaining access to such material could be an entire adventure in mains, sarcophagi, even pieces of buildings (pillars, mural
and of itself. walls, etc.), along with the stories and myths behind them, can
41
all be found on public display in museums worldwide with liter- ing access to one of the Seekers' infamous and well stocked li-
ally tons of other pieces of the past. Granted, it may take a keen braries on the paranormal, the occult and the Nightlords. Sur-
eye and a lot of luck or knowledge to spot artifacts that are sig- prisingly, Seekers are usually pretty fair about such trades or
nificant in the struggle against the Nightlords or the history of exchanges. Furthermore, they always have an eye open for re-
the Nightbane, but they are out there. sources from which they can acquire information, and the player
Of course, the minions of the Nightlords are busy acquiring character(s) may fit the bill. If that is the case, even if they are
and concealing artifacts that might have a negative impact on not official members, the Seekers may want to maintain an open
them or that might help their enemies. They are also taking over line of communication with them and let the player group know
or eliminating experts on the subject to, again, preserve their se- that the faction is always in the market for any valuable infor-
crets and power base. The largest and most well known institu- mation or artifacts they might happen upon. That said, it helps if
tions such as the Smithsonian Institute in Washington, D.C., the one or more of the player characters haven't interfered with
Field Natural History Museum in Chicago, and the Louvre in Seeker activities in the past, and that they make it a point to
Paris, France, were the first to be "sanitized" by the Nightlords, avoid conflicts with the faction in the future, otherwise member-
but many smaller museums may still have items that have es- ship and any type of cooperation with the faction is unlikely.
caped their attention. The minions of the Nightlords aren't per- Seekers are notoriously intolerant of outsiders and fools.
fect either, which means they may miss critical clues and Seekers are also known to hold grudges.
artifacts that remain on display right under their noses. Like- Of course, this all assumes the information the group is look-
wise, the main focus of the Nightlords is to gain control of im- ing for is something the Seekers have and are willing or able to
portant institutions to better manipulate and control the human divulge. Even when a character is one of their members, asking
population. With their own resources stretched thin across the for or about secret information is trouble and seldom a success-
globe, it will take them years, maybe decades, to find and re- ful venture.
move all the artifacts that might implicate or hurt them. (Fun Now, if the members of the group have no qualms about less
Fact: Only 20-30% of a museum's entire holdings are on dis- civil measures, such information may be acquired through thiev-
play at any given time. The rest are tucked away in their ar- ery or other such unsavory means (threats, trickery, a friendly
chives.) interrogation). Those who would attempt such a feat should be
Gaining access to such treasures may be more than a little warned: stealing secrets from the Seekers is a transgression that
difficult as most museums keep many artifacts behind glass and is rarely forgiven and never forgotten.
locked up. If a piece needs to be examined closer than what the Remember, the Seekers may not possess the information the
display case will allow, the characters will have to find the player characters are trying to find, as there is still much they do
means to get at it. This could include breaking into the museum not know. On the other hand, relatively simple information
after hours, bluffing their way in as new staff or students, gain- might be shared without much difficulty of fanfare. It all de-
ing the trust of the curator, wooing a security guard or caretaker, pends on the situation, what questions are being asked of whom,
or any number of things. Most of these will, of course, still re- and how they are asked.
quire that the piece stay on-site and in good condition. If the The Seekers, and any faction, can be a source of clues and a
piece needs to be moved to another facility or is damaged in the catalyst for adventure any time. The faction may offer current
process of examination, things could get more than a little inter- news, rumors, clues and information that might unwittingly help
esting and alert the authorities. the player characters, but Seekers will also offer information
when it serves their purpose. They may also use independent
The Seekers Nightbane and small groups of outsiders as pawns and agents of
misdirection (i.e. while the player group has everyone's atten-
This faction, as well as the Nocturnes, though to a lesser ex- tion over here, a band of Seekers is doing something over there).
tent, is an excellent potential source of information that player
characters may or may not be associated with already. If they
are not, they will have to go through the relatively difficult task Other Nightbane
of finding a member or alternative way to make contact with the There is something to be said for going straight to the horse's
faction. Even after making contact, they will have to prove to mouth when it comes to getting information on the Nightbane
the member or convention that they can be trusted. Depending about current events, Nightlord activity, rival factions, and even
on the level of paranoia maintained by that contact, this could be the origin of the Nightbane. While the average Nightbane does-
a long and arduous process that takes years. n't have much insight as to what they are or how they came into
Seekers (and Nocturnes) may be willing to provide informa- being, several have endeavored to find answers about them-
tion or access to select books and artifacts to outsiders if doing selves and their race. Most Nightbane are also usually tapped
so benefits the faction in some way, or is vital in undermining a into the street scene and know all the current gossip and
Nightlord plot or saving lives. The faction may also be willing goings-on in their city or general area. That often includes the
to sell information, but the cost is likely to be high. Performing shady underworld of nightclubs, dives, hot spots, underground
some favor for the faction might also earn the character(s) the doctors, danger zones and criminal operations. There is consid-
privilege of seeing the book or library or artifact, or getting the erable knowledge dispersed amongst the Nightbane themselves.
info he/they desire. However, the best method is to dangle For no other individuals is this truer than independent
something (a book, artifact, or piece of information) the Seekers Nightbane. Many of these individuals have lived several life-
want badly as trade for what the player characters need, includ- times and have spent considerable time searching for clues
42
about their ancestry, the nature of their powers, survival on the such small clues might serve as starting points for other aspects
street, ways to battle the Nightlords and their minions, and the about Nightbane and their nature and origin.
Nightlands. A fair portion of the evidence used to justifY the In a game context, Nightbane Non-Player Characters (NPCs)
various theories amongst the factions was actually discovered can be a source of all types of conflicts and adventure. Some-
by such individuals, and many independent Nightbane continue thing one or a small group does could have ramifications for the
to scour the Earth, Nightlands, Astral Realms, and even the entire community or region. The most obvious is that the actions
Dreamstream for lost and hidden knowledge. of one might bring down the wrath of the Nightlords upon them
Despite the fact that independent and ancient Nightbane can all. If an NPC friend gets in trouble the player group is likely to
be priceless sources of information, this does not necessarily want to help. Similarly, an NPC buddy or associate might tum
mean that they are reliable or willing to share what they know. to the player characters for help, or lead trouble right to them, or
Locating individual Nightbane with vital knowledge about their give them the information, a clue or detail they've been looking
race is quite a difficult undertaking, as they do not advertise the for. A fellow Nightbane might suggest a scheme or activity or
fact that they possess such data. Such knowledge-hunters are of- attack on Nightbane henchmen or the authorities, or on a smaller
ten traveling from one obscure location to another (including scale, cause a brawl or minor disturbance that leads to X. Or a
other planes of existence), making them hard to track down even Nightbane goes missing, or is found dead and maybe the player
when their identity is known. group investigates, or finds a voice message from the NPC be-
A more accessible source is the larger body ofNightbane as a fore he was killed. A message (or letter or package, or who
whole via the various factions. While they may not possess spe- knows what) that is a clue to what happened, who did it and
cific knowledge or ancient lore that isn't more readily known, why. Even a fellow 'Bane chatting about something he saw or
their experiences and personal insights may be able to shed heard, might lead to an adventure.
some light on whatever a character needs to know. Join the fac-
tion and you become a brother in arms, and information and re-
sources flow even more freely.
Commonality between Nightbane that may hold some signif-
icance:
Most Nightbane have a penchant for food and drink that has
a fairly strong taste, whether it be sweet, sour, salty, or bitter.
Almost all of them have experienced some kind of tragic loss
or traumatic event during childhood. The death of a close friend
or family member, losing track of friends due to a move, the
splitting up of parents, being orphaned, feeling like an outsider
or freak, etc., almost all Nightbane seem to have experienced
some profound loss at some time before their Becoming. This is
not to say that all Nightbane are maladjusted trauma victims,
though some are, just that they have known a deep and often lin-
gering sorrow at some point in their life.
Many Nightbane experience a slight personality shift after
their Becoming. Whether it is a slight change in mannerisms,
preference in movies, or even a favorite color, they are never
quite the same again. There are some cases of major changes in
mood and behavior after a Becoming, and a few cases of
Dissociative Identity Disorder (formerly known as Multiple Per-
sonality Disorder). Then again, this could easily be due to the
psychological strain of becoming a Nightbane and struggling to
survive.
Another fact worth mentioning is that a significant number of
Nightbane report incidents of short blackouts that are sometimes
accompanied by very vivid dreams. These dreams typically in-
volve the Nightlands or unfamiliar landscapes, apocalyptic bat-
tles between shadowy figures, and someone or something trying
to communicate with them in an unknown language. Unfortu-
nately, such dreams do not occur often enough to have an out-
side observer enter them and attempt to record the proceedings The Nightlords
or otherwise investigate the dream.
-:'-s odd or unsettling as many of these trends are, they are
& their Minions
typiCally dow?played as insignificant even if they are noticed, As a rule, it is ill-advised for any Nightbane, Guardian, hu-
and perhaps nghtly so, considering becoming an inhuman look- man, or W ampyr to seek the counsel of the Nightlords or their
ing monster is about as disconcerting as things come. However, minions, but there are some exceptions.

43
There are certain subjects, like the Nightlands, in which the the sort, but a Nightlord mole sent to spread disinformation, in-
Ba'al are the undisputed authority. They also seem to know a lot filtrate a Nightbane group, and spy for their masters. Remember,
about the Nightbane they refuse to share, but what if you could making any kind of deal with a Nightlord or one of their min-
make one talk or find something in his possession that provided ions is like making a deal with the Devil himself.
some of the answers? Another way to get information about the Ba'al is to capture
There are some situations where the Nightlords willingly re- and interrogate a minion. While this may seem like a simple
lease information, clues and warnings to would be heroes. For proposition, it is not. Minions such as Hounds, Hunters, and
instance, the Ba'al are usually more than happy to talk about the Shadow Scorpions either can not or will not communicate with
vampire threat to those who they believe are hunting the undead, the enemy, and minions such as Dopplegangers and Namtar are
as they see it as playing two enemies against one another. They not privy to much useful information. This leaves minions such
also release such information to manipulate heroes and enemies, as the Ashmedai or Night Princes, and capturing either is to flirt
to use them as pawns in their own schemes, to create dissension with suicide. Even if one were to capture one of these beings, it
between factions or within their ranks, to challenge or torment would still leave successfully interrogating them to get informa-
them, as well as to lure them into traps or display the superior tion. This would take a very creative and intelligent interrogator,
power of the Ba'al (i.e. we told you when and where something a powerful psychic, or the more brutal option of torture. What-
was going to happen and you still could not stop us). ever information gleaned from torture and intimidation must be
Of course, any information offered or given up by the highly suspect.
Nightlords, even under torture, must be viewed with suspicion.
The Ba'al always paint vampires and other enemies in the most
negative light possible, whether it is deserved in that instance or
Other Supernatural Beings
not. Often their information is only half truths, and frequently it Much like Nightbane, many supernatural creatures have ex-
is a flat-out lie designed to trick, confound, mislead or infuriate. tended life spans, and with long life comes greater knowledge.
Heroic Nightbane must also be careful of not bringing too much Thus, those supernatural beings who have lived on Earth for a
attention to themselves, for that can only lead to the Nightlords hundred years or more have considerable experience with the
either manipulating them to hurt others, or make the "heroes" - Nightlords and Nightbane before Dark Day, or at least knew of
and their family, friends, faction and associates - a target of their existence. Due to the circles that such individuals travel in,
Ba'al wrath. they often pick up scraps of information regarding the
Nightlords are easily provoked by signs of disrespect and he Nightbane, Lightbringers, and Ba'al, the War of Light and Dark,
or his minions won't hesitate to attack on the spot. Likewise, etc.
even if the heroes get away from the initial encounter unscathed, One race in particular that seems to know a fair amount about
the Nightlord may have them tailed to find where they hide out the Ba'al and Nightbane are the vampires. If the average vam-
or where their faction is based. Thus, characters not only have to pire can be persuaded or forced to talk, it is usually able to recite
worry about getting in and out of a meeting with a Nightlord (or how vampires and the Ba'al have hated one another for untold
Prince) with their lives, but also keeping away from prying eyes ages. None, however, can seem to recall how the conflict started
that could put them in a great deal of peril. between the two, at least none that are willing to reveal why.
With a little digging, characters could find out that several of the
Nightlords and Princes are also willing to share information
Vampire Intelligences have tried to invade the Nightlands over
about the Lightbringers. Unfortunately, most of what they have
the past few millennia, leading many to believe that the
to tell about them is either outright lies or insidious rumors that
Nightlords are simply trying to eliminate a dangerous rival.
are so overblown they might as well be. However, the occa-
sional grain of truth has been known to come out of such meet- Similarly, the Guardians are only too willing to disclose the
ings, and they are almost always truths that the Guardians would evil deeds of both the vampires (most of the time W ampyrs are
rather not have known. With that said, it is always an intelligent lumped in with them as well) and the Ba'al to any trusted indi-
thing to try and verify such nuggets of information with a differ- vidual willing to listen. These are actually some of the few sub-
ent source. The Nightlords and their minions aren't called "mas- jects of lore that are passed down to new members of the faction
as well allies of the Lightbringers. Of course, there is little way
ters of deceit" for nothing.
to verify most of the tales that are told, and thus they have the
Certain Ba'al may also be willing to help out their enemies if
potential to be nothing but zealous propaganda. Of course, the
they think it will damage a rival Nightlord or ambitious Night
pendulum swings both ways on this matter, with vampires doing
Prince, or at least make them look bad. This is especially the
their part to discredit the Lightbringers. However, most of what
case when dealing with a lesser Nightlord who wants the rival's
they have to say is either pure rumor or based so loosely on the
power and status for himself.
facts that it is unreliable.
Of course, there are also the rare cases of minions going
Supernatural beings not aligned to any side or faction tend to
rogue. Such free agents are typically willing to share whatever
be the least biased with the information they choose to give,
information they know, but it will often cost a character dearly
though that doesn't necessarily make it any more truthful. In
to get it. There are those who will tell all that they know just to
fact, the more devious beings get a kick out of sending intrepid
strike back at their former masters, but these individuals are ex-
heroes off to their doom with false information. Others simply
ceedingly rare and likely to have an agenda of their own. Others
refuse to part with whatever knowledge they have, and many
will insist on money or a favor for the information they possess.
will not converse with humans, Nightbane, or Lightbringers
The more important or helpful the information the more it will
cost. There is always the chance a rogue minion is nothing of without a price.
44
There are also those beings who just don't get involved. Couldn't change back when it happened to me for three days. I
Whether they are too dull-witted or animalistic, or whether they hid in the woods and prayed to God a lot and begged for mercy.
just don't wish to concern themselves with the current conflict. It's alright, you'll be okay. I bet you haven't been able to sleep
Such creatures shun contact, have nothing of value, or might opt more than an hour or so either. You're too worked up and need
to kill anyone who bothers them. Then there are those willing to to calm down. I know it's difficult, but you need to do it.
give aid or information to any or all of the sides as long as they You see, the Morphus is sort of a knee-jerk defense mecha-
get something in return. Indeed, there are a number of busi- nism for us Nightbane. When we feel threatened or scared we
nesses and organizations around the world run by such beings. instinctively want to transform into our Morphus. Why? Look in
The Nightlords are typically aware of them, though they seldom the mirror kid, you're bigger, stronger and more capable. Heck,
take action against them, because they are potential sources of you even have powers you probably ain't aware of yet. Don't
valuable information for them as well. As long as such places sweat any of that right now. Calm down and think about hiding
and individuals stay low key and take no active hand against the back inside your human Facade. If you can calm down enough
Ba'al, they are allowed to live, for now. you'll change, or you'll fall asleep from exhaustion and you'll
change back.
The "Becoming" is the first metamorphosis of a

The Becoming Nightbane, and your life has just changed forever. It's okay.
You'll learn to live with it. There ain't nothing you can do about
it anyway.
Excerpted from The Nightbane Survival Guide If no one witnessed the change or if the people who saw the
transformation don't know you, you don't have anything to
So you've just turned into a creature that looks like it crawled worry about. If you've been so freaked out that you ran away
of a nightmare. Congratulations, you are a Nightbane. and have been hiding, don't worry about that either. As soon as
First things first, stay calm. If you lose your head, you'll be you resume your human Facade and calm down, you can go
putting yourself and everyone around you in even more danger home. If you're a kid and have parents or a guardian to answer
than you already are facing. to, come up with some cock and bull story about some teenage
thing like a lost love or other line the grown-ups are likely to
You've come to my post seeking advice because you're go-
buy into. Tell them you were so distraught that you ran away
ing through something that defies explanation. You've come
from home. You're sorry about that, because now that you've
here looking for answers to questions like, 'What's going on?'
thought it through you've come to your senses and have come
'What am I?' 'What do I do now' 'How can I be a monster?'
home. Then beg for them to forgive you. Tears are optional. Just
and probably 'Why me?'
don't work yourself up too much, because until you get used to
I'm sorry to say that I don't have those answers for you. Al- shifting from Facade to Morphus, you don't want to risk acci-
though, you follow the advice I'm about to give you and you dentally 'going monster' on them.
should live to see the next few sunrises.
If you changed in front of your teenage buddies, you're
Worry about the rest later. still mostly okay and you can still go home. You call your pals
If you are reading this because you've freaked out, but no- liars, tell your parents it was all part of a stupid prank or they
body has seen you transform, that's a good thing. Take a deep were high on drugs - parents are always quick to believe that
breath and relax. Though you don't know it yet, you have the one - and that you were so ashamed you ran away not knowing
power to change from your human form into that monster form what to do. Same drill, stay calm, beg forgiveness, accept what-
you're all panicked about. ever punishment they dish out and you'll be good as gold. The
We call your human form the Facade and your monster form, thing about parents, especially in a loving home or mostly lov-
that's your Morphus. Funny thing is that while you're freaking ing home, is they'll be glad just to have you back. They won't
out about being a monster, you're probably going to enjoy your ask too many questions and they'll accept you back. Your bud-
Morphus. In fact, many Nightbane consider their Morphus to dies are a whole other story. Unless they really were using hal-
represent the real them. lucinogenic drugs, they know you ain't human. That sucks for
Oh yeah, YOU ARE NOT A MONSTER. Try to remember your friendship, because you'll probably need to find new
that. friends, but nobody is going to believe you turned into a mon-
Feeling better? I hope so. ster. Not most adults anyway. Just pray no minions of the
Nightlords catch wind of it. You should also probably steer clear
Here is more good news for you: you can change from hu-
of your friends, because if you really freaked them out, they
man to Nightbane and back again. Yes, you can resume your hu-
might try to take matters into their own hands and kill you.
man appearance and you should probably do so before any
regular folk see you like this. All you need to do is relax and If you became a Nightbane in front of your parents, other
think about being human or hiding within your human Facade. trustworthy adults, the authorities, your spouse, or co-workers,
dude, I'm sorry, but you are out ofluck. Most ordinary humans
If you turned into a 'Bane hours or days ago and haven't re-
are not willing to accept what you really are. Maybe you'll be
turned to human form yet, you are still okay. You are not stuck
one of the lucky ones and Mom and Dad or your old lady will
in your Morphus form, you are just so worked up and frightened
accept you no matter what, but it ain't likely. It is time to move
that you can't relax enough to effect the change. It works like
on and start a new life, ideally somewhere far, far away. The
that sometimes, kid. Trust me, I've seen it plenty of times.
only thing you have going for you is the eyewitnesses ain't
45
likely to talk about what they witnessed and if they do, most ber of the Nightbane race would find the fledgling Nightbane
people will think they are crazy or speaking in metaphor. and guide and mentor him. It was like those of us nearby, say
Regrettably, the Becoming is always unexpected, life alter- within a thousand miles, could sense when a new 'Bane came
ing, traumatic and painful. Think of it as a right of passage from into the world. Dark Day changed all that. There was such a
puberty to something even more amazing than becoming an massive influx of new Nightbane on that day alone that it was
adult. impossible to pinpoint them all and there weren't nearly enough
A newly forming Nightbane undergoes a radical transfor- of us to mentor even a quarter of you. Mystic interference by the
mation akin to something from a horror movie, comic book, or Nightlords didn't help none either. So nowadays, finding a per-
role-playing game. In most cases, the person becomes a living sonal mentor is the exception rather than the rule. Now, most
nightmare that is often a reflection of his own worst fears or an Nightbane are forced to go it alone, join one of the established
outward appearance that reflects his inner feelings or a secret Nightbane factions, or really go out on a limb and create a new
view of himself. Almost all of us who experience the Becoming group of your own. That's why I'm writing this- guide book, I
find it terrifying and confusing. You can't believe what's hap- guess you could call it - and posting on the Internet. I hope it
pening, you feel like you are cursed or damned, and that you're helps fill in some of the gaps in your knowledge and gives you
a freak, monster or something worse. Don't worry, that initial newbies at least some orientation to your new life as a
horror will fade over time, and like most of us, you'll come to Nightbane. Problem is, I'm no professional writer and I'm al-
appreciate that you are special and important. ready getting ahead of myself by mentioning the Nightlords
(they are your arch-enemy, never trust them) and factions (se-
As the initial shock and fear wears off you'll have more and
cret organizations and gangs of people like you, but they ain't
more questions. Like I said, I'm afraid there ain't no easy or
all necessarily your friends).
commonly accepted answers for you. You aren't a mutant or
superhero, though we can't be certain of that, and there are I keep using superhero comparisons because with all the
plenty of similarities, right down to keeping your human iden- superhero movies, videogames and comic books out these days,
tity a secret and making your superhero Morphus your mysteri- everybody in most of the world understands that frame of refer-
ous alter ego. That means if your face is still recognizable in ence, especially those of us born and bred in the United States.
Morphus, you want to wear a mask to conceal your identity.
I already covered some of the immediate consequences of the
Before Dark Day, Nightbane were few and far between. Becoming for many of you. With any luck, your Becoming hap-
Some guess there were probably fewer than 10,000 around the pened in a safe, secluded place with nobody or few people to
world, maybe less. That's a drop in the bucket when you figure witness it.
there are 6 billion people in the world. Somehow an older mem-

46
In the case of Nightbane undergoing the Becoming in a Nightlords and other supernatural beings call us. Supposedly,
public place, or more common than that, being discovered by a we are the natural enemy of the Nightlords and possess the
family member or friend, there can be serious repercussions. power to destroy them. Sounds good, wish I knew how we're
Thing is, the worst case scenario is probably worse than you're supposed to do that.
imagining. It ain't that the life you knew until a few minutes ago Don't figure you're safe from any of this if you are pushing
is irrevocably changed and you can never go back. Hell, I wish thirty or older. While it is true most Nightbane discover their
it was that easy for you, kid. In addition to your loved ones true nature in their late teens and early twenties, it can happen to
freaking out on you, maybe even trying to kill you, govermnent you at any age. The earliest known Becoming took place at the
men from the NSB or demonic minions of the Nightlords are age of eleven, and there have been reports of Becomings taking
probably gunning for you right now. And trust me, they want place during Dark Day and since with people as old as sixty.
you dead. If you're someplace you can be traced, or if you're at Eighty percent are under the age of 26, but there are a fair num-
home or hiding in some known place of yours, spend the next ber who Become in their thirties, and a small number who Be-
two minutes reading the next three paragraphs and then get the come at an older age.
hell out fast.
The short version is this: the Nightlords are powerful Demon Young Nightbane
Lords. No kidding. They're honest to God supernatural demons
For those who change young, especially before the age of 16,
who have a hate on for all Nightbane. They track us down and
there are some complications. The typical adolescent isn't fully
exterminate us like dogs in the street. You're worse off if they
physically or emotionally developed. This ain't no slam on your
try to talk you into turning yourself in or taking you captive, be-
age, it's just a fact. You still have growing and learning to do
cause torture like you can't imagine is in store for the rest of
both as a human and as a Nightbane.
what will not seem like a mercifully short life. They command a
bunch of minions that are basically monsters, lesser demons and (Game Note: All characters under the age of 16 are rolled up
goons who do their dirty work. Now for the really bad news, the as usual, but suffer the following modifiers: -2 to I.Q. -4 to M.E.
police, the FBI, the media, they are all infiltrated and filled with [-2 for girls], -3 to M.A., -3 to P.S. [-4 for girls], and -3 to P.P.,
Nightlord minions. Seriously, you need to trust me on this. Most P.E., and P.B. [same for both males and females], -1 on Percep-
of these minions are supernatural creatures who can make tion Rolls, and -5% on skill performance. These penalties are
themselves look just like normal people, so you can't tell a real temporary and disappear when the character becomes 16 years
human from a monster. old.)
Remember when I said Y2!! are not a monster? Well, you're Young Nightbane are also going to be a bit more emotionally
not. Maybe you can change into something monstrous looking, raw and tend to react in extreme ways. The teenage years are
but you are human. You think, feel and act like any other human emotionally turbulent for a "normal" kid who's trying to figure
being. You just happen to have superhuman powers that come out how he fits into the world. Now throw in being a monster
out when you transform into your - sucks for you - inhuman and, well, if you felt like you didn't fit in before, you really feel
Morphus. These Nightlords and their minions, they are the like a freak now. If you were hot stuff on campus and part of the
real-deal monsters. They are wicked, evil and don't have a shred "in crowd" before, you're out now. Welcome to the world of
of decency or humanity in their bones. They'll lie straight to freaks and misfits. Don't laugh, these guys and gals have it bad
your face, kill your mother with a smile, do terrible things to because they ain't used to being outcasts, and this tum of un-
you, your loved ones and innocent people without a qualm. wanted events is very hard on them. At least those of you over
THEY ARE YOUR ENEMY AND THEY WILL KILL YOU. the age of 17 can legally leave home and get a job. The younger
Do not doubt that for an instant or you are as good as dead. Do ones don't have such rights and have it bad if turned out onto
whatever it takes to escape. the streets, or forced to run away. A kid will not be able to le-
gally get a job or place to live on their own, which is why many
If you are in this type of situation it is time to stop reading
runaway Nightbane end up living on the streets, exposing them
this guide and get out of town. Go somewhere else. Find a li-
to many more dangers than just running from the Nightlords'
brary or Internet cafe and read the rest of this crap later! After
minions. A Nightbane under the age of sixteen ain't likely to
you escaped and after you returned to your human Facade. Here
even have (and may never get) a legal driver's license, increas-
is something you need to know: Many supernatural beings can
ing the difficulty of blending in, securing a legal I. D., getting a
sense, track and locate their fellow supernatural brethren, which
credit card, and a whole lot of other details you probably ain't
is what you are in Morphus, supernatural. However, they can
thought of yet.
not recognize you as a supernatural being, as a Nightbane, when
you are in your human Facade. That means once you escape Even if you young 'Bane initially manage to keep your
their line of sight you can hide in your own human body. Morphus hidden from those that wouldn't understand, there are
still major mental and emotional hurdles to deal with, the least
of which is coming to terms with the fact you ain't strictly hu-
********** man. There's also figuring out who can you trust (which ain't
many), keeping your dual identities secret, learning how to use
Now your life is about to get difficult and challenging. You your powers, and what to do with them. Heck, you probably
have to figure out how to live with what you are, and you ain't have to figure out if you're going to stay in school, stay at home
human. Not anymore. Not strictly speaking. You're a or leave, and all kinds of deep painful stuff. 'Bane in their teens
Nightbane, whatever the hell that is. Nightbane is what the are usually under a good amount of scrutiny from teachers,

47
peers, and family members, so you have it rough. It certainly ness is a quick and easy one if you aren't careful. You don't
means having to exercise even greater control over your emo- want to become one of those Nightbane who don't give a damn
tions than ever before, as distress, anger, fear and such has a or work for the Nightlords.
chance of triggering a shift to your Morphus. If it's any consola- My final words of advice, the older 'Bane will tend to under-
tion you, all of us Nightbane have had to deal with these issues estimate you and put you on the sidelines because of your age.
and it is never easy for anyone, whether you're a kid, a college Tell them to go to hell. Don't you go underestimating yourself
student or thirty-plus. None of us asked for this, it's just the way because of what someone else tells you. Listen to those you
things are. Come to terms with it fast or end up dead before you trust, but live bold. Be who you're meant to be. Don't live in
see your next birthday. Understand? You need to stay calm, fear. Don't doubt yourself. Be a hero and set the example for the
think clearly, and be smart. rest of us old-timers.
If it helps, you young 'Bane usually accept what you are
much faster and adapt much better than them old farts in their Older Nightbane
thirties or older. Did that make you smile? Good. It ain't all bad
For some of you, the Becoming will happen in your twenties
to be a Nightbane, just awfully complicated.
or older. Most 'Bane, even after Dark Day, Become between the
Okay, now it's time to lay down a couple of ground rules. ages of 13-26, with about 17% Becoming in their late twenties
Rule number one: keep your Morphus a secret. The term and thirties, and 3-5% at an older age.
'Morphus' refers to your new scary-lookin' self. For most of
The older you are, the greater the physical pain and discom-
you it's pretty easy to figure out why you don't want to parade
fort when you first Become one of us. Whereas young
down Main Street wearing your Morphus form. Even if you're
Nightbane, under the age of 26, report slight discomfort associ-
one of the uncommon pretty or handsome 'Bane, what we tend
ated with the Becoming - usually a strong pulling, burning, itch-
to call a 'Ken' or 'Barbie,' odds are you don't look like Joe Av-
ing, or crawling sensation - older Nightbane undergoing the
erage anymore. The easiest way to keep your Morphus secret is
Becoming report feeling as if their body resists the transfonna-
not to transform in anyone's sight. That way, even if someone
tion and is being tom apart. This can be a painful to excruciating
spots your weird, ugly mug, it usually won't be traced to your
experience as every cell of your body feels like it is exploding
human Facade, unless your Morphus looks enough like your Fa-
under the strain of a tug-of-war contest when your Morphus
cade, then it sucks to be you and you need to take additional
firsts manifests. This doesn't seem to happen if an older
precautions to conceal your human identity.
Nightbane Becomes in his sleep, leading many to speculate the
Your Morphus is much stronger than your Facade. If you cause of the pain is as much mental as physical, and is caused
aren't careful in your Morphus, you can easily wreck stuff, and by you trying to resist and stop the inevitable. Sorry, but once
even hurt or kill somebody by accident. the Becoming starts, it cannot be stopped.
You'll also discover you have special abilities. Yeah, like su- You are like a snowflake, every Morphus is different and no
perpowers, but you'll need to be careful about when and how two are exactly identical. Depending on the form your subcon-
you use them too. I recommend finding a secluded spot away scious mind creates, limbs may contort to odd shapes and an-
from your house or any hangouts you may have to practice and gles, horns, spikes and protrusions may burst from the skin,
master what we call Nightbane 'Talents.' Even then you gotta steam may rise from your body, you are likely to grow in size
be real careful, as some of those that want you dead can sense and bulk, you may be covered in scales or thick body armor, or
when Talents are being used and track em' like a bloodhound. machine parts may grow from your arms, legs or body. It's all
Hang around too long in one spot, and you may find yourself pretty standard fare for a "normal" Becoming. In the most se-
surrounded by a pack of demons or NSB goons out for your vere transformation, it is said that the Becoming feels like the
blood. Also keep in mind that you only have so much energy to body literally tears itself apart. Thankfully, you'll only experi-
funnel into your Talents at a time. When you run out of that en- ence that level of pain once, when you first Become a
ergy, it's gone until you can rest up. So it's just like running out Nightbane. After that, there will be some discomfort and minor
ofbullets for a gun, you're out of juice and easier prey. Some of pain, but it becomes less severe with every transformation till it
these powers can be dangerous to those around you, and some- becomes second nature to you.
times even to yourself, so learn how to handle them before you
You're going to face all the same challenges and conse-
unleash them in public.
quences as the young Nightbane, plus some others.
You have certain advantages undergoing the Becoming at a
Nightbane above the age of 21 tend to have already made
young age. Young 'Bane tend to have a less rigid mind set and
plans for their lives. They may have started their career, have a
are more open to the potential of the life-altering experience.
job they enjoy, plan to gotten married, started a family, or made
Young 'Bane find their Morphus exciting and challenging, so
a long-term financial commitment like buying a house. The Be-
you're more likely to find a lot more time to figure out, use and
coming is likely to force dramatic changes on you and those
master your abilities. Young 'Bane ain't as afraid to use their
goals. For instance, how does one justify starting a family if
power either, and like the idea they are part of something bigger
they are a Nightbane locked in the Hidden War against the
and better than the average mook on the street. Heck, we repre-
forces of darkness. Sound melodramatic? It's not. Can you live
sent humanity's survival in a secret war with demons and cavort
in constant fear of putting your loved ones in danger? Your
with friggin' vampires and other amazing creatures the average
wife? Your child? Parents? Friends? I doubt it. Will your wife
Joe don't even know are real. There is just something cool about
and loved ones accept you if they know what you are? Maybe,
that, you know? Who says we ain't some kind of superheroes?
but does that really change anything? You and they are still in
Just use your powers for good. And be warned, the slide to dark-
48
danger simply because you are a Nightbane. The Nightlords Thing is, human beings, assuming we're still human, are just
want you destroyed. Humans, if they knew you were a monster too damn inquisitive and selfish. We want answers and we want
hiding among them, would want you destroyed too. Are you to fulfill our destinies. Odds are, you'll deliberately shift into
special or cursed? Been asking myself that question for going on your Morphus a week or so later when nobody is around. You'll
100 years and still can't answer it. drive out to the woods and test your powers, and think about
Most 'Bane over the age of 26 find it more difficult topsy- what you can do with them. You'll search the web for answers
chologically adjust to their fate. The Becoming shatters your life and you'll read my guide. That's when all the issues and ques-
plans and the stability you've built over the years. It forces you tions we talked about earlier, and then some, will weigh on you,
to deal with a whole new life you ain't prepared for and never and you'll have to decide what your next step is going to be.
wanted. Everything is changed in a heartbeat. You need to start Deny what you really are and continue with your pretend life, or
your life all over again, beginning with trying to figure out who embrace what you are and accept your dangerous and uncertain
you are, what is your place in the world, and how do you fit in. future.
It's a lot to deal with- mid-life crisis times 100. The older and The above scenario is moot if your spouse or the family
more established the Nightbane was before the Becoming, the member who bore witness to your Becoming ain't so fond of
more difficult the transition and the more likely he is going to you. If your marriage was in trouble, your Becoming will end it
suffer from depression and anxiety over it. for certain. Likewise, if you have issues with your sibling, par-
Odds are you need to abandon your family and leave behind ents or kids, this unhappy development will make you a pariah.
everything you've worked toward and built for the last 10, 20 or And let's not forget that the majority of people are going to flip
30 years. That's damn hard, sorry dude. As difficult as that deci- out and shun you right off the bat, making your decision easier
sion is, your next one ain't any easier. You need to create a new if not any less painful for you: It is time to build a new life for
identity, leave your home and find a new life. Some even choose yourself. Same holds true if you Become a Nightbane in front of
to live completely apart from society. your co-workers or in public. Life over, run, hide, move and
Of course, there are some of you who will try to pretend like build a new one.
it never happened. Good luck with that. This is especially true if Take solace in the fact that even when things do go badly,
you managed to shift back into your human Facade quickly, and many Nightbane of any age prove to be extremely resilient and
most older 'Bane can. The older you are, the more likely your emerge from the worst of circumstances without any severe or
mind is resistant to what just occurred, and the more likely you lasting mental or emotional trauma.
are to want to reject your true nature. While the young often find
themselves temporarily stuck in the monstrous form of their Maybe I do have the answer
Morphus, older Nightbane quickly resume their human shape. Maybe I do have the answer to the question, what are you?
Luckily, most Becomings are not witnessed by others, so you You're a soldier. And soldiers fight. Our enemy is the
can try to pretend it never happened. Even when you Become in Nightlords and their demonic host. They threaten us. They
front of your spouse, parents, kids or best friend, the result may threaten humankind. They threaten everything and everyone we
not be catastrophic. Odds are they are initially scared for you, know and love. They need to be stopped and we have the power
not scared of you. They can't understand what's happening to to do it. Us Nightbane, we're soldiers whether we want to be or
you, love you, and want to help you. If you can change back to not. Accept that, and you have your direction, purpose and new
human quickly, say in less than a minute or two, they are more life. Maybe it really is as simple as that.
likely to be willing to write the entire "weird fluke" off and join
you in pretending it never happened. You'd be amazed how - The Nightbane Survival Guide
many times loved ones completely deny what they just saw
when it comes to something like this. Part of it is they want to
preserve their happy life as much as you do, maybe more. Con- Transformation Rules
sequently, your loved one is willing to try to pretend it's all over Even after a Nightbane has mastered the ability to switch be-
and everything is back to normal. About a third can actually do tween Facade and Morphus forms, there are circumstances in
that. which it will be difficult to return to the Facade.
For those who cannot, your transformation will haunt them As noted earlier, though the initial Becoming is shocking and
forever, and they will never look at you the same way, or it may frightening, over time, the Morphus feels as normal, natural and
take years for them to get to that point. Others will reject you comfortable as the Nightbane's original human form once did.
out of hand. And like I said, the longer it takes for you to tum This is true to the point that many Nightbane believe their "true"
"human" the less likely anyone can accept that you just turned form is that of the Morphus and can maintain it indefinitely.
into a big, scary monster. The longer it takes, the more time they They even remain in Morphus form when rendered unconscious.
have for the horror of it to sink in. If the transition is brief, ide- Furthermore, the more powerful Morphus is a natural de-
ally a minute or less, the sooner they can look into your lovely fense, so like an adrenaline rush, a Nightbane's first instinct is to
human face and say to themselves, "thank God, it's over." If transform into his Morphus at the first sign of danger. This
only. knee-jerk reaction also occurs when the Nightbane character be-
The bigger question is, can you really forget it and pretend comes angry, emaged, scared, stressed out and even frustrated.
it never happened? Most of you are probably thinking yes, "yes, It is at these moments that a Nightbane must consciously focus
I can." And maybe you can, for a while. on maintaining his human Facade lest he transform into his su-

49
pematural Morphus. Failure to maintain mental control risks ex- -2 to save when moderately stressed, frustrated, scared or an-
posing one's self as a Nightbane. gry (embarrassed in front of friends, reprimanded by a superior,
The following is an optional set of rules to determine if a a minor physical altercation or threat, questioned by the authori-
Nightbane character can maintain his composure under extreme ties, etc.).
stress and extenuating circumstances. -4 to save when seriously stressed, frustrated, scared or angry
The saving throw to maintain the Facade requires the (a serious situation, facing public ridicule, fired from the job, a
player to roll a saving throw vs his Mental Endurance (M.E.) us- potentially life and death altercation or threat, enduring severe
ing a D20. torture, the lives of many other people are in jeopardy, and simi-
To save and maintain his Facade, the character must roll un- lar).
der his M.E. attribute number. Obviously, the higher the charac- -6 to save if euraged, terrified or afraid for the life of a loved
ter's M.E., the easier it is to save. A character with a low M.E. one (excluding fellow player characters as the Nightbane knows
will have a much more difficult time of it. they all accept the danger of their lifestyle, unless romantically
To complicate matters, consult the table below to see if one involved).
or more modifiers/penalties to save apply. Depending on the
character's state of mind and the influence of drugs and other
outside forces, penalties may apply that make the saving throw Random Character
much more difficult.
A failed save means the character cannot maintain his focus
and changes from his human Facade into his Morphus by acci-
Detail Tables (Optional)
dent. Thus, even a character with an M.E. of 20 will find he By Kevin Siembieda
needs a much lower roll if he is, for example, euraged and
drunk. In which case he would need to roll a nine or below to Age
successfully maintain his Facade. 01-10% 13-15 years old.
Likewise, while changing back into the Facade is usually per- 11-25% 16-18 years old.
formed at will and in a heartbeat, if the character is enraged, 26-40% 19-21 years old.
drugged or otherwise out of control, he may be unable to change
41-47% 22-23 years old.
back into his human Facade; use the same modifiers table to de-
termine outcome. 48-55% 24-25 years old.
56-63% 26-27 years old.
Saving Throw Penalties 64-70% 28-29 years old.
71-75% 30-32 years old.
vs Maintaining the Facade 76-80% 33-35 years old.
Note: Penalties are accumulative and more than one may ap- 81-85% 36-39 years old.
ply to any given situation.
86-90% 40-45 years old.
-1 to save when physically exhausted or sleepy. 91-93% 46-49 years old.
-1 to save when one's self or another person (depending on 94-96% 50-55 years old.
alignment) is in danger of being harmed. 97-98% 56-60 years old.
-2 to save if in a paranoid state (may be due to circumstances, 99-00% 60+ years old.
mental illness, or drug use).
-3 to save when one's own life is in immediate danger. Sex
-1 to save when suffering from a slight fever, concussion or Note: We have found it is usually best to let the player pick
mental confusion. the sex of his or her character. For those who would prefer to
-3 to save when suffering from a high fever (102 degrees or make a random roll, here's the table:
greater), concussion, poisoning, or mental confusion. 01-60% Male.
61-00% Female.
-1 to save under the influence of mild stimulants (including
high levels of caffeine). Witnesses to your Becoming
-3 to save under the influence of strong stimulants (cocaine, 01-50% None, secluded. Nobody saw the transformation,
amphetamines, etc.). your identity is safe.
-2 to save when under the influence of a mild sedative, de- 51-60% Witnessed by one close friend, sibling or child,
pressants, or a little alcohol (two drinks in the last hour). and he isn't telling. Roll again to determine his reaction & con-
-5 to save when under heavy sedation (strong painkillers, sequences: 01-50% Accepts the character same as always and
tranquilizers, etc.), depressants, or drunk (four or more drinks in will never tell a soul. 51-60% Accepts the character, but is
the last hour). haunted and disturbed by what he knows. Might slip by accident
and mention it to a confidant (priest, therapist, friend, etc.).
-1 to save when a little stressed, frustrated, scared or angry. 61-70% Terrified and shuns the Nightbane. Has told him to stay

50
away from him and his loved ones or else. If the "monster" 51-75% Unprincipled: A rogue with a heart of gold.
complies, the witness will keep his mouth shut in deference to Tempted to take shortcuts and watch out for number one (him-
their old friendship/relationship. 71-85% Terrified! Rejects and self), but when push comes to shove, always does the right thing
shuns the Nightbane character, and reported the incident to the (even if he hates himself for it).
authorities. 86-00% Terrified, attacked and tried to kill the 76-00% Anarchist: Self-serving, may choose to be a team
Nightbane character. The witness will do so again if the 'Bane player or not. Tends took look out for himself.
ever shows his face. The incident was reported to the authori- Note: These are supposed to be heroes, so no evil alignments
ties. Note: If the authorities were notified, the Nightbane char- are selected unless at the player's option; check with your G.M.
acter is a fugitive wanted by the NSB. Life as you once knew it
is over. You must leave and start a new, discreet or secret life Height
elsewhere. 01-25% Short: Under 5 feet, 8 inches (1.73 m).
61-70% Witnessed by parents or spouse. Roll again to de- 26-75% Average: 5 feet, 8 inches to 6 feet (1.73 to 1.8 m).
termine their reaction: Roll again on the table above (#51-60%)
76-95% Tall: 6 feet, one inch to 6 feet, 6 inches (1.85 to
to determine reaction & consequences.
1.98 m).
71-80% Witnessed by 1D4+1 friends or family members.
96-00% Very Tall: 6 feet, 7 inches to 7 feet (2-2.1 m).
Roll again to determine their reaction & consequences: 01-30%
Accept the character same as always and will keep his secret al- Birth Order
ways. 31-40% They keep his secret, but are haunted and dis-
turbed by what they know. Haunted by the truth, they keep their 01-25% First Born.
distance and try to avoid contact with the Nightbane character. 26-50% Second.
They talk about it among themselves sometimes and might slip 51-75% Middle.
by accident and mention it in front of the wrong person or con- 76-00% Last.
fess to a confidant (another friend, co-worker, priest, therapist,
etc.) as this is a hard secret to keep. 41-60% Total denial. They Special Aptitude Bonuses
pretend as if it never happened and are too scared to ever men- 01-10% Sure Shot: +2 to strike with all types of projectile
tion it to a living soul. Their Nightbane "friend" is shunned. No and energy attacks, from pistols to Nightbane Talents. Further-
contact. Telephone calls are not returned and if the 'Bane tries more, the usual penalties for being off balance, moving, etc., are
to rebuild the relationship they will threaten to call the authori- half.
ties. 61-80% Terrified! Rejects and shuns the Nightbane charac- 11-20% Natural Fighter: Pick one bonus Physical skill or
ter, and reported the incident to the authorities. 81-00%
W.P. (any). Also + 1 on initiative, + 1 to parry, and + 1 to pull
Terrified, attacked and tried to kill the Nightbane character. The punch.
witness will do so again if the character ever shows his face
21-30% Natural Affinity for Magic: Gets Lore: Magic and
again. The incident was reported to the authorities. Note: If the
one Lore skill of choice, both get a + 10% bonus. Also + 1 on
authorities were notified, the Nightbane character is a fugitive
Perception Rolls, +2D6 to permanent P.P.E. base, and + 1 to
wanted by the NSB. Life as you once knew it is over. You must
leave and start a new, discreet or secret life elsewhere. save vs all types of magic.
31-40% High Perception and Solid Gut Instincts: +1 to
81-90% Witnessed in public in front of 2D6+6 strangers.
dodge and +1D4 on Perception Rolls. Roll1D4 once in front of
Witnesses were shocked and horrified. You got away, but the
the Game Master when the character is first created to determine
authorities were called. Roll again to determine what happened
what this bonus is from that time forward.
next: 01-10% NSB has a few suspects and leads as to who the
"monster" might be, but does one of those leads point to YOU? 41-50% Quick Reaction Time: + 1D4 on initiative. Roll
11-90% You got away clean, nobody knows who the "monster" 1D4 once in front of the Game Master when the character is first
was. Are you safe or a suspect? Can you feign innocence if created to determine what this bonus is from that time forward.
questioned? Is it time to leave town just to be safe? 91-00% The 51-60% Strongman: +1D6+3 to P.S. attribute and +1 to pull
NSB has identified you and you are on their Most Wanted List. punch.
Your life as you knew it is gone. You must leave and start a 61-70% Fast Learner and Jack of Many Trades: Select
new, discreet life elsewhere. 1D4+ 1 extra R.C.C. Related Skills (each gets a +2% bonus; se-
91-00% Witnessed at work or school by 2D4+4 people lections are made from the character's usual available catego-
who all know and identified you. The NSB knows who you ries) or add an additional + 10% bonus to four of the skills from
are and you are on their Most Wanted List. Your life as you the character's usual selection to make the Nightbane exception-
knew it is gone. You must leave and start a new, secret life else- ally good at them.
where. 71-80% Quick Reflexes: + 1 attack per melee and + 1 to
dodge.
Alignment 81-90% Fearless: +1D4+2 to save vs Horror Factor. How-
01-25% Principled: Good, honest, loyal and law-abiding ever, as a result, the character may also be a hot shot who takes
team player. foolish risks and daring chances.
26-50% Scrupulous: Good and trustworthy, but sometimes
bends the rules.

51
91-00% Charismatic/Charmer: +1D4+2 to M.A., this char- no mercy to the enemy. The carnage of war and the sight of the
acter is especially likable and affable in both his Facade and dead has no obvious impact on this "war is hell, suck it up," sol-
Morphus forms. dier.
06-10% Shy, timid, tends to be a loner.
Sense of Identity
11-16% By the book. Tends to follow orders to the "T," is
Note: This category should be completely optional. Players very formal, follows procedures and is, well, by the book mili-
should not be forced to roll on, or pick from, this table. tary. Always against breaking the rules, and hates bending the
01-15% Human. This character may be able to tum into a rules except under exceptional circumstances.
supernatural creature of formidable power, but he considers 17-23% Gung-ho, guts and glory type who sees self as a
himself to be 100% human and his loyalties are always with hu- hero. Likes combat, is quick to action, and hates sitting around,
mankind. waiting.
16-30% Uncertain what he is. He wishes he was human, 24-29% Worrywart, nervous and cautious.
but is afraid he might be something ... else, like a human mu-
30-36% Hot-head, quick-tempered, emotional, but basically
tant or alien hybrid, or half human, half demon. Loyalties are
a good guy or gal.
tom between humans and Nightbane 50/50%.
37-43% Schemer, gambler who likes to take chances.
31-45% Superhuman. Thinks of himself as more than hu-
man, like a superhero, but not as a supernatural monster or a 44-50% Blabber mouth, nice person, but too talkative and
magical creature. He cares about the welfare of human beings, has trouble keeping a secret.
but his loyalties go first to his fellow superhumans: the 51-56% Wild man, cocky, overconfident, takes unnecessary
Nightbane and other super-beings like the Guardians, then hu- risks.
mans, but not magical beings, vampires, the Nightlords or de- 57-63% Nice, friendly, courteous and hospitable. Cares
mons. about his teammates and their mission.
46-60% Supernatural. Considers himself to be a supernatu- 64-70% Snob, arrogant, feels superior to others.
ral being, not a human. His loyalties are with the Nightbane 71-76% Tough guy, self-reliant, independent, and a bit of a
first, and other supernatural beings second, though he has a soft cocky lone wolf.
spot for humans and probably tries to help and protect them. 77-83% Paternal, overprotective of others, especially young
61-75% Freak and an outcast. Considers himself to be a characters and green soldiers.
freak and a monster who has no place in human society. He 84-90% Complainer, constantly aggravated about some-
feels no loyalty to humans who fear and shun him and his kind, thing.
but doesn't trust most other supernatural beings either. His loy-
91-95% Paranoid, trusts no one until they have proven
alties are to himself first, and the Nightbane second, but he is
themselves trustworthy and loyal many times over.
wary even of other 'Bane.
96-00% Glory hound whose number one priority is seeing
76-90% I am Nightbane. Considers himself 100%
himself promoted through the ranks to become as important and
Nightbane, a race of supernatural beings unto themselves. A sort
powerful as possible (whether he/she deserves it or not). Quick
of demigod able to walk among humans disguised as them in his
to take credit for the accomplishments of the team and individu-
Facade. He doesn't hate humans, but his loyalty is to the
als whenever he thinks he can get away with it.
Nightbane and Nightbane only. This character considers his
Morphus to be his "true" form, and his Facade his human "dis- Prejudices & Paranoia
guise."
The character doesn't trust or like (may even hate) one of the
91-00% Child of Darkness. Considers himself a superior, following, roll percentile dice. Note: This category should be
supernatural being, and while he wishes he was human, he sees completely optional. Players should not be forced to roll on this
them as inferior. Worse, this character suspects he is probably table.
born from evil and is the progeny of the Nightlords and created
01-05% Dwellers of the Astral Plane/Astral Travellers.
for the service of evil. Though the character may try to be a
good or selfish alignment and help people, he fears he is drawn 06-10% The Warlords.
to darkness and evil for that is his true nature. He fears he has 11-15% Ancient Nightbane.
more in common with the Nightlords than any other, and is fas- 16-20% Spook Squad.
cinated by them, perhaps even wishes he was one of them. Be- 21-25% The Underground Railroad.
lieves he, and all Nightbane, are superior to humans and 26-30% The Shadowleague & Shadowboard.
considers the Guardians, vampires and all other supernatural be-
31-35% The Seekers.
ings to be rivals.
36-40% The Lightbringers/Guardians.
Disposition 41-45% Humans in general; they are frightened and unpre-
Note: This category should be completely optional. Players dictable.
should not be forced to roll on this table. 46-50% Demons and similar supernatural monsters.
01-05% Bitter and hardened by war. Has little compassion 51-53% Psychics.
or sympathy for others, especially those who are foolish. Tends 54-55% Strangers.
to be intolerant, short-tempered and gruff with everyone. Shows 56-57% Practitioners of magic.
52
58-60% Fleshsculptors. he will fight to the bitter end to liberate it from the evil
61-65% The NocturnesNampires, Wampyrs, zombies, all Nightlords.
types of undead. 41-60% Win the Hidden War and win acceptance. This
66-70% The Mirror Wall. Nightbane sees the conflict through rose-colored glasses. Not
71-75% Denizens of the Dreamstream. only does he believe the Nightbane can defeat the Nightlords,
but when they succeed, people will praise the Nightbane as
76-80% The Authorities/The NSB/Hollow Men/Men in
heroes and welcome them back into human society with open
Black.
arms. The character has an umealistic and idealized view of hu-
81-90% The inhuman minions of the Nightlords. man nature and a wonderful future.
91-00% Nightlords.
61-70% Resentful about the Hidden War. Why are the
Nightlords his problem, or the problem of any Nightbane? Who
Outlook on the Hidden War
says it is their duty to oppose and destroy the Ba'al? He didn't
Note: This category should be completely optional. Players sign up to be a monster or fight any damn war. This character
should not be forced to roll on, or pick from, this table. resents being drafted into the Hidden War against the demonic
01-20% A sense of duty. Whether the character considers Nightlords and their supernatural minions. He'd prefer to stay
himself human or not, the Nightlords are evil and his natural en- out of it, except the Nightlords won't let him. This Nightbane
emy. It is the responsibility and duty of the "Bane of the Night" would much rather go about his own business and avoid the
to destroy the Ba' al, or failing that, to at least force the Nightlords, only he can't stand by and do nothing while inno-
Nightlords from Earth and send them back to the Nightlands. cent people and Nightbane are suffering or being killed. That at-
The character was born on Earth and is happy to help, but he is- titude may change, but for now, he's a reluctant hero.
n't sure there is a place for him among human society. Opposing 71-80% The Hidden War and Earth, for that matter, is
the Nightlords is his heritage. frightening. Ever since turning into a Nightbane, the world has
21-40% Earth is home, the War must be fought and won. become an awful place. The government has been taken over by
Whether this character considers himself to be human or some- demons, monsters roam the streets and hunt you, there are con-
thing else, he was born on Earth, it is his home, he loves it, and spiracies and cover-ups everywhere, people fear you, Nightlords
53
and their henchmen want to destroy you, and you don't know Roadwise (26%+4%)
what you are, who you can trust or where to go. And it's all just Safe-Cracking (20%+4%)
because you're what they call a Nightbane. This character rec- Seduction (20%+3%)
ognizes the War is necessary, the Nightlords are evil incarnate,
Tailing (30%+5%)
people are suffering, and the Nightbane can make a difference.
He wants to help, he's just a little shaky about doing so. Most Technical
confident when he's fighting along the side of other heroes and Barter (30%+4%)
when things are going well. Begging (30%+3%)
81-90% Let the Nightlords have the place. This character Business & Finance (35%+5%)
sees the Hidden War as unwinnable and fighting it is suicide. As
Construction (30%+5%)
a result, he'd rather stay out of it.
Excavation (30%+5%)
91-00% The Nightlords must die. Forget about the philo-
sophical, moral or emotional arguments for fighting the Hidden Firefighting (40%+5%)
War. For this character it comes down to this: The Earth has General Repair & Maintenance (35%+5%)
been invaded by Demon Lords and their monstrous legions. He History (60%/40%+4%)
and other Nightbane can do something about it. The Nightbane Jury-Rig (25%+5%)
can make a difference, so he does. The Nightlords are evil in- Law (35%+5%)
vaders who need to be sent back to whatever Hell they crawled
Lore: Factions (30%+5%)
out from, and that's his mission. It's as simple as that. Is this at-
titude heroic patriotism? This Nightbane doesn't think so. Is it Lore: Magic (25%+5%)
vengeance? He wouldn't say that either. For him it is the right Mythology (30%+5%)
thing to do. He'll save lives, help people and fight with his last Philosophy (30%+5%)
dying breath. Rope Works (30%+5%)
Salvage (35%+5%)

New Skills for Nightbane Weapon Proficiencies (Ancient)


W.P. Paired Weapons
Domestic
Gardening (36%+4%) Weapon Proficiencies (Modern)
Housekeeping (35%+5%) W.P. Shotgun
Wardrobe & Grooming (50%+4%)
Espionage Notes About New Skills for Nightbane
Undercover Ops (30%+5%) By Kevin Siembieda, Publisher
Mechanical
When C.J. Carella developed the Nightbane® RPG, he
Vehicle Armorer (30%+5%)
wanted skills to be kept to a minimum and the focus placed on
Military the Nightbane characters, their supernatural abilities and life.
Camouflage (20%+5%) Since the vast majority are ordinary people, and young people at
Demolitions: Underwater (56%+4%) that, a wide range of skills and expertise was deemed inappro-
Field Armorer & Munitions Expert (40%+5%) priate. I agree. The two authors of this World Book lobbied hard
for the inclusion of new skills (most from other Palladium
Recognize Weapon Quality (Military; 25%+5%)
RPGs, actually) and submitted what would have been approxi-
Physical mately 40 pages of skills reprinted from other books. I've pared
Aerobic Athletics that down to about five pages. My skill selection offers skills I
Kick Boxing believe have the most game value - i.e. make sense for, and will
Outdoorsmanship get the most use by, player characters in this particular setting.
Physical Labor Game Masters may choose to allow additional skills from
other Palladium RPGs if they find it desirable and appropriate.
Pilot Skills
The most suitable skills for the Nightbane setting would include
Bicycling (44%+4%) those from the Beyond the Supernatural™ and Dead Reign™
Boats: Paddle Type (50%+5%) role-playing games.
Combat Driving Similarly, the G.M. may create a Nightbane character com-
Tracked & Construction Vehicles (40%+4%) plete with his (probably ex-) occupation and skills by using the
Rogue Ordinary People O.C.C. as described in the Beyond the Super-
Find Contraband (26%+5%) natural™ or Dead Reign™ RPGs.
I.D. Undercover Agent (30%+4%) Just food for thought.
Netwise (20%+4%)

54
New Skill Descriptions for every extra 40 S.D.C. of armor on military vehicles or every
20 S.D.C. added to commercial vehicles. Reduce speed 10% for
Domestic Skills a ram prow.
Gardening: This skill offers a basic understanding of plant Custom Body Modifications: Repaint, modify or completely
care and aesthetic garden design as well as the ability to grow reconfigure the body of a vehicle to change or disguise its origi-
garden crops, and the skill to create beautiful, decorative gar- nal appearance, or to make it look innocent, old, new, scary or
dens with flowers, plants, shrubs, trees, and decorative rocks sleek. Can turn the interior into a sealed, environmental com-
that create a feeling of tranquility and harmony with nature. This partment and/or add a reinforced pilot or crew compartment (50
skill can be practiced by anyone, but selecting it twice provides S.D.C., +10 S.D.C. per level of experience) inside the vehicle,
a + 12% bonus and the skill is that of a professional move the location of the engine and/or gas tank, add an extra
groundskeeper. Base Skill: 36% +4% per level of experience. gas tank, soup-up with heavy-duty shock absorbers (in effect
adds 40 S.D.C. to reinforced pilot or crew compartment), extend
Housekeeping: Techniques and methods of cleaning clothes,
and shorten wheelbases, add secret compartments, and similar
bedding, bathrooms, floors, and surfaces, as well as knowledge
changes.
of the types of cleaners, solvents, soaps and materials for house-
keeping. Professional maintenance personnel, maids, and hotel Replace Components and Parts: May include such things as
housekeepers will know additional "tricks of the trade" to make adding handgrips (2D4 S.D. C. each) and railings (1D6+4 S.D.C.
a room look spotless, sparkling and inviting; everything in its each), extra (or fewer) headlights (1D6 S.D.C.), adding a spot-
place, folded properly and presented attractively. Base Skill: light (small; 20 S.D.C.) or searchlight (medium to large; 30
35% +5% per level of experience. S.D.C. to 50 S.D.C.), remove doors and replace them with lock-
ing hatches (60 S.D.C./square foot. + 10 S.D.C. per level of ex-
Wardrobe & Grooming: This skill represents a knowledge
perience with an A.R. of 16), change windows to slits with
of clothing, make-up, hair style, perfume, walking, talking and
armored glass (75 S.D.C. +5 S.D.C. per level of experience with
how one carries his or herself to create a particular "look" or
an A.R. of 14), add a roof mounted turret (250 S.D.C. + 10
style. In short, this is how to dress to kill or make the right im-
S.D.C. per level of experience with an A.R. of 12), add or repair
pression. Keeps an eye on fashion and trends. Bonuses: + 1 to
weapon mounts for heavy vehicle-mounted weapons (ma-
the P.B. attribute when dressed to impress, as well as +2% bo-
chine-guns, missile launchers, flame throwers, etc.) but cannot
nus to the skills of Disguise, Undercover Ops and Seduction.
hook up the weapon or ammo drum or modify the actual weap-
Base Skill: 50% +4% per level of experience.
ons unless he also has the Weapon Systems skill.
Espionage Skills The Vehicle Armorer can also drive/operate basic military
Undercover Ops (replaces Fieldcraft): Training in under- vehicles and trucks at the Base Skill for that vehicle type.
cover operations in which the character learns the methods and Note: Most of the above is illegal outside the military (or
techniques of blending smoothly into the background and ap- certain authorized agencies and organizations) in most industri-
pearing as if he belongs there Gust another unmemorable face in alized nations. Acquiring military grade weapons, ammo, parts,
the crowd or one of the guys), as well as assuming a false iden- and vehicles can also be a challenge and may be half the adven-
tity and playing a "role" to track, spy upon, or gather informa- ture (see the Find Contraband skill). Base Skill: 30% +5% per
tion or evidence. Also includes methods for the covert exchange level of experience. Note: Automatically gets the Basic Me-
of information, necessary for keeping in touch with the individ- chanics skill at +20% as part of this skill. Taking this skill in
ual's "handler" (i.e. their contact with the organization they are conjunction with Automotive Mechanics provides a +10% bonus
undercover for). Such methods may include "dead drops" (leav- to the automotive skill. This skill is usually reserved for bounty
ing information in a hiding place to be picked up by another hunters, mercenaries, and mechanical specialists working for
agent or sometimes a courier), ways to avoid or notice someone criminal organizations, survivalist or anti-Nightlord groups, mil-
tailing them, selecting passwords or phrases, and similar tech- itary contractors, or somebody's military.
niques. Note: This skill is typically reserved for law enforce-
ment, espionage agents, military Special Forces, mercenaries, Military Skills
con artists, and other criminal types. Base Skill: 30% +5% per Camouflage: The skill of concealing a fixed base position,
level of experience. vehicle, equipment or individual, using natural and/or artificial
materials. A fair amount of time is involved in the preparation
Mechanical Skills of a larger position. Large cargo nets, cut branches or under-
Vehicle Armorer: A specialized skill in which the character brush are used most often in camouflage. This skill is also used
can do more than just tinker with the mechanics of a vehicle. to conceal traps. Base Skill: 20% +5% per level of experience.
Extra Armor: Add more S.D.C. to armor at 25 S.D.C. per Demolitions: Underwater: Fundamentally the same basic
level of experience to military/combat vehicles, full-sized vans skills and training as Demolitions, but with an emphasis on us-
and large trucks; 10 S.D.C. per level on commercial (non-com- ing explosives in an underwater environment, including under-
bat) vehicles. Increase the A.R. of pre-existing or added vehicle water techniques, area effect, sound wave damage, different
armor by 1 point per 3 levels of experience. Add a ram prow types of explosives, as well as arming, disarming and repairing
(does an extra 2D6 S.D.C. damage on ram attacks, plus 1D6 torpedoes and depth charges. Base Skill: 56% +4% per level of
S.D.C. for every 40 mph/64 km of speed; ram prow has 2D4x10 experience. Note: Any character with the Demolitions skill can
S.D.C. +15 S.D.C. per level experience). Reduce speed by 5% use explosives underwater, but is -10%. Conversely, this skill
can be used on dry land at the same penalty.
55
Field Armorer & Munitions Expert: This is a fundamental cal occupation (such as construction, ditch digging, warehouse
knowledge of infantry weapons, ammo and body armor. Such work loading and unloading boxes, etc.) or really demanding
knowledge is likely to be limited to survivalists, gun enthusiasts, chores at home such as chopping wood, bailing hay, mending
some street gang members/criminals and select military person- fences, etc. Bonuses: Add +2 to P.S., +1 to P.E. and +2D8 to
nel and experts in the field. The character can maintain, unjam, S.D.C.
fix, modify, mount, reload ammunition (can even produce most
specialized rounds with the proper equipment), and figure out Pilot Skills
most small arms (conventional and military grade pistols, rifles, Bicycling: The character knows how to ride bicycles and can
shotguns, and submachine-guns). As an armorer, the character ride over rough terrain, reach two times normal running speed,
can repair such weapons, fix minor damage to body armor (re- travel cross-country at normal running speed, and perform tricks
store 20% of the armor's maximum S.D.C.), adjust targeting and jumps (roll skill level; failed roll means a crash) on a bike.
sights, use and repair optical enhancements, reload missiles and Maximum speed can be maintained for a time equal to the
ammo drums, install/mount machine-guns and rocket launchers P .E.x5 in minutes. Skill also includes basic maintenance/repairs
on a vehicle, as well as sharpen blades, make arrows and arrow- of bicycles. Base Skill: 44% +4% per level of experience.
heads, make horseshoes and basic metal items (nails, spikes, and Boats: Paddle Types/Canoe/Kayak: Includes paddled boats
chain links). A major overhaul is not possible. Base Skill: 40% and canoes, rowboats and knee boards, as well as the Kayak.
+5% per level of experience. Note: Automatically gets the Basic Speed in still water is usually equal to the character's P.S. attrib-
Mechanics skill at 30% +5% per level as part of this package. ute (treated for all purposes as Spd) and can be maintained for
Recognize Weapon Quality: The ability to accurately deter- P.E. x5 in minutes without pause. The skill also includes basic
mine a weapon's durability, reliability, and quality by physically principles behind using currents, maintenance, and even "tricks"
examining it. This includes knowing which manufacturers are like sculling and right-siding a flipped canoe, etc. Base Skill:
reputed to make the best weapons, the ability to recognize dam- 50% +5% per level.
age or signs of wear or misuse, modifications/customization, Combat Driving: This skill supplements other driving skills
whether the weapon can be made as good as new with a little re- by helping to make the character a master of the roads when
pair work and/or cleaning, whether it is a cheap (or quality) driving automobiles, jeeps, trucks, motorcycles and other
"knock-off' (copy/imitation), and so on. The character can also ground vehicles. It helps to turn the character into an aggressive
recognize if the weapon is stolen (serial numbers filed away, road hog and cool-headed "chicken" player. In fact, tricks, dan-
etc.), new, old, and if it has any other special features or proper- gerous maneuvers, and high-speed car chases are no sweat for
ties as well as what the fair price should be. Base Skill: 25% this character, although his passengers are likely to fear for their
+5% per level of experience. Note: Reduce the skill ability by lives.
half if the item is not actually handled (seen but not physically In game mechanics, skill penalties for tricks, vehicular at-
examined). tacks (ram, sideswipe, etc.), and evasive maneuvers are reduced
by half when this character is at the wheel, plus he is +2 to
Physical Skills
dodge when driving, +2 to roll with a crash/impact, can fire a
Aerobic Athletics: A type of aerobic exercise to build the weapon from a moving vehicle at only a -2 penalty, and can
body, develop reflexes and grace, and learn a few very basic even make an Aimed or "Called Shot" (at -2 to strike) while in a
self-defense moves. Bonuses: + 1 to disarm, + 1 to pull punch, moving vehicle (or talk, or engage in some other activity while
+2D4 S.D.C. and +2 to kicking damage. Sense of balance (30% driving without penalty). This is a supplemental piloting skill
+5% per level of experience). applicable only to ground vehicles and does not have a base skill
Kick Boxing: Kick Boxing is a form of martial arts or level of progression other than reducing penalties an addi-
self-defense. The character who takes Kick Boxing has done tional one point per three levels of the driver's experience.
maybe a few months or a year of casual training as a supplement Tracked & Construction Vehicles: Includes landcrawlers,
to his usual Hand to Hand Combat skill. Bonuses: + 1 to P .E., half-tracks, light tanks, and big-wheeled heavy construction ve-
+ 1 to P.S., and+ lDlO to S.D.C., plus add the following strikes hicles and Earthmovers like bulldozers, steam shovels/excava-
to the usual list of known attacks: Roundhouse Kick (3D6 dam- tors, scrapers, graders, tractors, loaders, backhoes, dump trucks,
age), Axe Kick (2D8 damage), Knee Strike (1D8 damage) and haulers, etc. Base Skill: 40% +4% per level of experience. Can
Leap Kick (3D8 damage, but counts as two melee attacks). pilot tanks and APCs but at a -15% penalty and -1 attack per
Outdoorsmanship: Being an avid outdoorsman and melee round.
survivalist, this character has spent a significant portion of
his/her life living off the land or in the wild. As a result, the Rogue Skills
character is hardened to the rigors of outdoor life. Requires: Find Contraband: The character with this skill knows
Wilderness Survival. Bonuses: Add+ 1 to P.E., +2D6 to S.D.C. where to find illegal arms dealers, the Black Market, smugglers,
and +5% to the J.D. Plants and Fruit, Land Navigation, and thieves, forgers (mainly fake I.D.s), fences, pawn shops, blind
Wilderness Survival skills. pigs (illegal gambling establishments), exotic animal dealers (il-
Physical Labor: Not all strength and conditioning comes legal wild animals, endangered species, and the bizarre), auto-
from deliberate training or sports, some comes from mobile chop-shops, slavers, prostitutes, drug dealers, illegal
old-fashioned hard work. This skill represents the strength and medical treatment, stolen antiquities, and other people and
endurance gained from hard physical labor either due to a physi- places that traffic in illegal goods and services. The skill makes

56
the character familiar with underworld hangouts, gangs, crimi- street, patrol officers, delivery drivers, paramedics, car thieves
nal operations, and the general practices, codes of conduct, pric- and other criminal types.
ing structures and modes of operation of the criminal Safe-Cracking: A specialized skill in which the character
underworld. Likewise, the character has a good idea of what il- studies the strengths, weaknesses, and construction of safes and
legal weapons, ammo, and items should cost and what these how to open them without damaging the contents inside. The
people pay for contraband items (typically only 20% of the re- fingers of the safecracker are so sensitive that they can "feel"
tail market price). The character also knows the penalties for be- the subtle calibration of combination locks and other locking
ing caught with contraband. Base Skill: 26% +4% per level of mechanisms. When using explosives, they can use their abilities
experience. Bonus: +10% to J.D. Undercover Agents. Note: to such precision that they can "blow" the lock off a safe, secu-
Typically taught to military police and armed forces personnel rity door, safe deposit box and similar without creating a big,
occupying other countries. area effect explosion or inflicting damage to the contents (a
I.D. Undercover Agents. A combination skill, good eye, and failed Safe-Cracking skill or Demolitions roll means the explo-
knack for identifYing undercover agents; typically members of sion was too much and the contents are damaged). Base Skill:
law enforcement, but may also include NSB agents, private de- 20% +4% per level of experience. Bonuses: Adds +5% bonus to
tectives, spies, bounty hunters, and anybody snooping around. the Pick Locks and Demolitions skills. The character gets a +4%
Base Skill: 30% +4% per level of experience. bonus if a Locksmith and +6% if a Mechanical Engineer. Pen-
Netwise: Similar to the Streetwise skill, the character is fa- alties: Requires focus, concentration and keen hearing, so char-
miliar with the ins and outs of the World Wide Web. This in- acters with an M.E. of 14 or less are -10% on this skill.
cludes navigating the Internet, using search engines and social Seduction. This is the ability to make the opposite sex melt
networks, and all the usual with a focus on finding obscure sites with desire. This skill is somewhat similar to the Interrogation
and information, locating and accessing hidden boards and chat skill in that the seducer knows how to ask the right questions to
rooms such as the Shadowboard, finding and using "back- get information without being obvious. The seducer usually
doors" into various databases, a knowledge of what sites are fre- seems attentive, sympathetic, alluring and sexy. Men and
quented by hackers, Nightbane, factions, NSB agents, and other women who are seduced tend to have loose lips and will spill
special interest groups, as well as the reputations of various on- secrets. They also lose track of time, spend big money to im-
line service providers (email clients, file sharing programs, etc.), press and please their seducer, and lavish her or him with their
where to download free programs (such as anti-virus and affection, time and attention while oblivious to everything else
anti-spyware tools), popular rumors floating around the net, around them.
Internet jargon (such as afk and rofl), and other bits of net "cul- Anyone who has been successfully seduced is distracted,
ture." The character can generally find data on even the most skill performance is half and takes twice as long to perform, the
obscure topics rather quickly (on a successful skill roll), but character doesn't notice people and events around him/her, and
whether it is reliable is another issue entirely. The character is is easily caught off guard (no initiative and all bonuses are at
also likely to have 1D8 online "contacts" of various ages and half when attacked by a character other than the seducer).
professions who he may be able to ask for help when searching Worse, the victim(s) of seduction is completely vulnerable to
for information. Exactly who these contacts are and what help the seducer. The seducer always gets the first attack/strike/ac-
they may be able to provide is left up to the G.M. and player to tion, and the victim has no chance at self-defense against that
work out. Base Skill: 20% +4% per level of experience. Bo- first attack, plus the victim loses one attack/action from surprise
nuses: +10% to Research and +5% to any Lore skill and Com- or horror. Base Skill: 20% +3% per level of experience. Skill
puter Hacking. Note: This skill is distinct from the Research Bonuses: + 1% for every one M.A. attribute point over 20, and
skill as it focuses entirely on using the Internet to find informa- every two P.B. points over 17 (round up). So a character with a
tion and contact others. The major advantage of Netwise is that P.B. of 23 (+3) and M.A. of 24 (+4) would be +7% to success-
most information can be located rather quickly (half the time of fully seduce. The seducer can influence more than one person at
traditional research if not quicker), although such information a time; one additional victim per every three levels of experi-
also has a higher likelihood of being at least partially incorrect ence. In addition, the seducer is +5% to pick the pockets of,
(1D4xl0%). Requires: Computer Operation. palm, or plant things on his/her victim of seduction, as well as
Roadwise: A regional skill in which the character knows the adding +10% to Con Artistry and Fast Talk, and +5% to Sing,
streets, alleys, back roads, shortcuts, fastest routes, construction Dance, and, any gambling-related skills. Also, Seduction victims
zones, speed traps, highways, police stations and posts in his who are intoxicated or drugged are easier to seduce (+5%).
city and state (or province) like the back of his hand. Also Tailing: The practiced ability to follow someone without
knows all the local junkyards, the best mechanic garages (in- their knowledge. Includes basic stake-out procedures. A failed
cluding a few who don't ask questions), and the best places to Tailing roll indicates that the character being "tailed" has no-
hide a vehicle or lay low for a few hours or a few days, as well ticed that he is being followed and may take evasive action to
as the best place to abandon a vehicle where it will not be found lose the "tail," or confront or attack the person (unless he makes
any time soon (authorities or an enemy must conduct a serious a run for it). Either way, the subject of the "tail" is likely to es-
and expansive search to find it - if so, roll percentile to see how cape being followed any further. Base Skill: 30% +5% per level
quickly it is found: 01-25%: 2D4 days, 26-50%: 3D6 days, of experience. Bonus: +5% to the Tailing skill if the character
51-75%: 3D6 weeks, 76-90%: 1D4 years, 91-96%: 1D4x10 also has Prowl. Note: Tailing is also part of the Surveillance
years, 97-00%: Never! Base Skill: 26% +4% per level of expe- skill.
rience. Note: Typically reserved for characters who live on the

57
Technical construction. Included are techniques for rescuing victims of
Barter: A skill at bargaining with merchants, businessmen, collapsed tunnels, structures, and similar circumstances, as well
thieves, traders, smugglers, street persons, and other characters as for surviving such situations. Note: Tunnels and excavation
to get a fair price or fair exchange of trade goods or services. sites that are made quickly are not permanent, and can be col-
Depending on the character's point of view and effort at barter- lapsed by gunfire, earthquakes, traffic vibrations, etc. Trying ex-
ing, he can raise the amount he gets or lower the price he pays cavations without this skill is just asking for trouble and is
by 3D6+2%; not applicable to rare items and alien technology. performed on pure luck. Base Skill: 30% +5% per level of ex-
Generally, if the haggler rolls under his Bartering skill percent- perience.
age, he gets the discount when buying, or the better price when Firefighting: A basic understanding of fire and how it
he is the one doing the selling or trading. If the price is disputed, works. This includes how fire is fueled and how it spreads, as
the two bartering characters can each make rolls on percentile well as firefighting methods and techniques, rescue procedures,
dice, the highest roll wins and gets their price and not a penny and the practiced use of firefighting tools, equipment and gear.
less or nickel more. Base Skill: 30% +4% per level of experi- Base Skill: 40% +5% per level of experience.
ence. Note: Mathematics and Literacy are not required but help- General Repair & Maintenance: Not everyone can be a
ful, with each adding a +2% bonus to Barter.Begging: Though mechanic, blacksmith or carpenter, but many are good with their
usually learned out of necessity in the school ofhard knocks and hands and capable of doing satisfactory repairs on simple mech-
poverty, this skill can be particularly useful to collect food, anisms, gears, pulleys, wheels, and so on. The General Re-
money and clothing when down on one's luck, especially in pair/Maintenance skill includes: sharpening blades, minor
large cities. It can also enhance characters with the Disguise repairs on weapons, packing their own common bullets, sewing
skill when posing as a beggar or refugee (+5%). The base skill tears in clothes (it may not look pretty, but does the job), chang-
determines the chance of collecting a donation from one in ev- ing a tire, shoeing a horse, repairing furniture, painting, varnish-
ery ten passersby, and on a crowded street that could be pretty ing, nailing and assisting in basic woodworking, and even doing
lucrative. The amount of money, food or goods depends on the minor patchwork on armor (restores 2D6 S.D.C.). Roll once to
local economy, the generosity ofthe individual (typically small) see whether the character can figure out what is broken, what
and where the begging is taking place, but is typically in the 50 must be done to fix it, and whether it is beyond his meager abili-
cents to $5 range. Note that begging may be outlawed in some ties to repair. Roll again to determine success or failure in mak-
communities and the character may be arrested for vagrancy, ing the actual repair. If failure, the player may try again, but
shooed away, or even mugged. Base Skill: 30% +3% per level only twice. Base Skill: 35% +5% per level of experience. Re-
of experience. Note: Many characters are likely to consider this duce skill proficiency by half if the item is extremely damaged,
skill to be beneath them; most common among young runaways complex, high-tech, or alien.
and those living on the street. History: The first percentile number represents a very gen-
Business & Finance: This skill represents a basic under- eral historical knowledge of the world and the most famous
standing of business, management, banking, and the financial myths, legends, people and events. The second percentile num-
world. The character can set up a business, prepare mission ber indicates a more in-depth knowledge of a particular subject
statements, business proposals, and stockholder reports, manage or region in the world (pick by nation or continent). For exam-
and supervise others, handle all aspects of a small business, or ~: History of a region such as North America is a deep knowl-
get work as a stockbroker or advisor. Base Skill: 35% +5% per edge about the United States, Canada and Mexico, their origin,
level of experience. Requires: Literacy and Basic Mathematics. leaders, key figures in history and science, lore, religion, tradi-
Construction: This skill includes the basic knowledge of tions, famous people, and so on, as well as the myths and leg-
construction and carpentry needed to build simple structures and ends of that land and culture. An example of a historical
buildings, roads and bridges, and similar construction projects. "subject" rather than a place, might include American military
Characters with this skill make competent workers for major history, industry, science, music, art, and so on.
civil engineering projects as well. This skill includes a basic un- The History skill may be taken repeatedly to cover multiple
derstanding of woodworking, welding, riveting, concrete and as- regions of the world or various subjects. So, a character who
phalt pouring, flooring and drywall installation, insulation, basic takes this skill three times might apply it to North America,
wiring and plumbing, painting and sealing, and the use of most Western Europe, and Russia. The two base skill percentages in-
common construction tools excluding heavy machinery (see Pi- dicate the approximate degree of information the character has
lot: Tracked & Construction Vehicles for that). Base Skill: 30% learned or can remember accurately; remember, the first number
+5% per level of experience. is for a general knowledge of world history and the second for a
Excavation: A mixed bag of abilities that includes finding more specific subject. Base Skill: 60%/40% +4% per level of
one's direction in underground rooms, estimating one's approxi- experience. Note: This skill will NOT cover subjects dealing
mate depth, "digging out" relics and evidence from debris, col- with the paranormal, the various factions, or other such informa-
lapsed tunnels, and underground, as well as digging out and tion. See the Lore skills below for such subjects.
fording up/repairing collapsed tunnels, underground chambers, Jury-Rig: A character with this skill can repair almost any-
and caves. The skill gives the character a good understanding of thing, and even build something out of scrap components. There
how to best perform an excavation without any major setbacks, is no guarantee that the jury-rig will hold for very long (4D6
where to dig, what is the best type of soil, how deep to go, how hours or 2D4 days, whichever is most appropriate), or will even
to pack and secure tunnel walls and ceilings, where to place sup- work in the way intended (roll again, a failed roll means the sys-
port beams and what building materials to use in underground tem is only 50% functional/works at half its normal speed or
58
power level), but it may well save a character's life until they Philosophy: The principles of philosophy, ethics and morals,
can acquire the proper parts, buy a new unit or get a skilled me- methods for effective debating and examining a subject from a
chanic to do the job right. Requirements: At least Basic Me- wide perspective, and touching upon aspects of sociology and
chanics and Basic Electronics. Base Skill: 25% +5% per level social consciousness. Base Skill: 30% +5% per level of experi-
of experience (add an extra + 10% bonus if the character is an ence. Bonuses: +5% to Public Speaking and Creative Writing.
Electrical or Mechanical Engineer or Field Armorer). Rope Works: This is a skill that takes into account the vari-
Law: The character knows the criminal code for his country, ous needs and uses of rope. The character knows a variety of
what constitutes a criminal act, the typical punishment and ways to tie knots, the advantages to various types of ropes and
many legal precedents, procedures, and decisions common cords, their tensile strength, and how to weave/make rope. A
throughout a particular nation or region (e.g. North America, but failed roll to tie a knot means that it is loose and sloppy and easy
not each specific state or small town). This can be an invaluable to untie, slip out of, or likely to umavel or snap when strained.
skill when trying to determine if someone is breaking the law, Base Skill: 30% +5% per level of experience. Characters
how grave or petty the criminal act is, as well as determining the bound/tied by this character are -10% to escape/slip knots.
likely punishment. The skill is also important for making a crim- Salvage: This skill allows characters to find, identify, pick
inal charge stick, setting bail, using legal protocol, and defend- up, strip down, evaluate, and possibly sell any debris, wreckage,
ing those unjustly accused. The character also knows the legal and junk that they can locate. Salvage covers everything, but
protocol and proper conduct for conducting searches, police in- typically includes paper, lumber, plastic, glass, scrap metal,
vestigations and other aspects of law enforcement. Base Skill: electrical wiring and components, circuit boards, and machine
35% +5% per level. parts. This is not like the Jury-Rig skill; a character with Sal-
Lore: Factions: A general knowledge about the various fac- vage cannot make something out of odd components but, given
tions including all ofthe most infamous (the Lightbringers, Un- some time and equipment, they can strip down a damaged ma-
derground Railroad, Warlords, etc.) and a little about the chine to its basic component parts or gather useful materials to
Nightbane in general. Includes a passing knowledge about the repair an existing machine or build something new. Has a very
NSB and other agencies that sometimes interact with or battle rudimentary understanding of metallurgy. Base Skill: 35% +5%
factions. Local and smaller, lesser known factions are not per level of experience.
known unless the character lives in the city, state or province in
which they operate. Base Skill: 30% +5% per level. Ancient Weapon Proficiencies
Lore: Magic: This area of study does not give the character W.P. Paired Weapons: A tactic in which a one-handed
any magic powers nor the ability to use Cybermagic devices or weapon is held in each hand (up to four) to be used in any com-
read magic symbols. It provides a scholarly general knowledge bination of combat moves simultaneously. For example, two
and history of the magic, how it works, common magical pow- short swords, or a short sword and broadsword, sword and knife,
ers and spells, their effects, who possesses such magic, notable mace and shield, and so on. Two-handed weapons cannot be
creatures of magic, the various types of practitioners of magic used as a Paired Weapon. Users of Paired Weapons can choose
(Mystic, Sorcerer, Cybermage, Fleshsculptor, Mirrormage, etc.), to do one of the following in any one melee action:
places of reputed magical significance and power (Stonehenge, 1. Strike and parry simultaneously. In other words, those
Kahokia Mounds, etc.), and myths and legends about the most skilled in W.P. Paired Weapons can often perform two actions
famous magic items and notorious practitioners. Base Skill: for every one melee action/attack. Of course, a character with
25% +5% per level of experience. The following abilities come W.P. Paired Weapons can parry an attack and strike simulta-
with this layman's skill: Recognize Magic Symbols, Runes and neously only if he still has attacks left. A character who has al-
Circles: 15% +5% per level of experience. Although the charac- ready used up his attacks can NOT counterstrike (hit back) until
ter may recognize whether the symbol, ward, or rune is real, and the next melee round begins, but he can parry until then.
if it is meant to be a warning, used for protection, or is a compo- 2. Twin, simultaneous strikes against the same target. Both
nent of magic, he cannot read or use magic. Recognize Enchant- weapons hit the same opponent or target at once, making it ONE
ment: May be able to tell if a person is under the influence of melee attack/action (roll only once to strike with both weapons).
magic charms, possession, curses, mind control, and similar: 5% The defender under attack can only try to parry one of the two
+5% per level of experience. Identify Magic Artifact: 10% +5% weapons coming at him for his defensive parry. The other will
(+ 10% if the item is famous or he's seen pictures or drawings, strike unless he too has the W.P. Paired Weapons skill and is us-
but -15% to identify an unknown or alien magic item.) ing two weapons, or a weapon and a shield, to try and block
Mythology: A general knowledge of the most well known both simultaneous attacks; needs to roll one parry.
world myths, including Greek, Roman and Egyptian, plus exten- 3. Strike two different targets (or strike one and parry another
sive knowledge of ONE particular country's or culture's myths incoming attack), simultaneously; both must be within reach.
relating to ghosts, spirits, demons, Goblins, Faerie Folk, mon-
4. Parry two different attackers, one with each hand.
sters, dragons, immortals, undead, Elemental forces, supernatu-
ral animals, gods and magic. All countries have their share of Note: A character with W.P. Paired Weapons needs to make
unique myths. In North America that includes myths about Big two separate rolls if he is: a) Striking two different opponents;
Foot, Ogopogo, and the Chupacabra. Bonuses: Adds a +5% bo- b) parrying attacks from two separate opponents; or c) striking
nus to Lore: Magic and +5% to Lore: Demons & Monsters. with one weapon and parrying with the other against either one
Base Skill: 30% +5% per level of experience. or two targets. The only time that just one roll to strike or parry
with paired weapons is necessary is when the character is either

59
striking the same opponent twice or parrying two attacks from that he wants for a character. The age of the character should be
the same opponent. considered.
Characters with the WP. Paired Weapons skill may use any
weapons that can be effectively used with one hand (i.e., one
suitable weapon in each hand) as long as they possess the W.P.
for that weapon (do not apply off-hand penalties). However, any
weapon being used in which the wielder does not have a
Weapon Proficiency or which is too large or heavy effectively
negates the Paired Weapons skill, making it impossible to use
both hands and weapons simultaneously; can only attack one
opponent and each swipe of the weapon counts as one melee at-
tack.
A character with WP. Paired Weapons using both of his at-
tacks simultaneously on someone is vulnerable to attack from a
second opponent. When fighting three (or more) attackers, the
character would be able to try to parry two of the attackers, but
any other attacks before the defender's next available action
would be impossible to parry.
Four-armed characters only need to take W.P. Paired
Weapons once, not once for each pair of arms. A character who
already has W.P. Paired Weapons would not gain any additional
bonuses or benefits by taking the skill a second time. Only
weapons in which the character has a Weapon Proficiency
(W.P.) can be used with W.P. Paired Weapons. W.P. Paired
Weapons is designed for melee weapons like knives, swords,
clubs, etc., not guns. When shooting two guns at once there is a
penalty of -2 to strike with the regular hand and -6 to strike with
the off-hand.

Modern Weapon Proficiencies


W.P. Shotgun: A familiarity with the classic double-barrel
shotgun and police and military versions of shotguns with ammo
drums.
Damage: Buckshot: 2D6 S.D.C. (half damage for rock salt) to a
10 foot (3 m) radius; 2 S.D.C. (stings like the dickens) for riot
control rubber bullets. Light Shot: 3D6 S.D.C. Medium Shot:
4D6 to 5D6, Heavy Shot/Large Bore: 6D6 S.D.C. Note: In all
examples listed above, damage is for a single round, double the
damage if both barrels are fired simultaneously. 01-10°/o Street Schooled
Average Range: Sawed-Off: 60 feet (18.3 m), Hunting: 200 feet Whether a runaway, impoverished, dropout, a wanted fugi-
(61 m), and Police/Military Shotgun: 300 feet (91.5 m). tive by the NSB, an orphan, or victim of some other circum-
Typical Payload: 2-6 in common shotguns, 20, 50 and 100 stance, this character never obtained a formal education. Instead,
round ammo drums for police and military style (each single he learned what skills he has from people and experiences on
blast counts as one melee attack; can't fire two simultaneous the streets. Life on the streets means scrounging, salvaging, beg-
blasts but has rapid-fire and larger payload). ging, bartering, doing odd jobs and petty theft. This is probably
W.P. Bonuses: +1 to strike at levels 3, 6, 10, and 14. a young character, age 12-20, living on the streets of a big city,
but can be any age.
R.C.C. Skills: Starts with Hand to Hand: Basic (Can be up-
Education Modifiers graded to Expert at the cost of two R.C.C. Skill selections, or
Martial Arts at the cost of three), Barter (+12%), Begging
To help expedite and vary the Nightbane character creation
(+20%), Bicycling (+16%) or Automobile (+4%), Language:
process and what types of skills are available to the character,
Native (+10%), Literacy (+5%), Lore: Nightbane or Nightlands
we've put together the following table (suitable for Wampyrs
(+25%), Roadwise (+12%), Salvage (+15%), Streetwise
and NPCs too).
(+30%), and either W.P. Knife or Blunt (pick one).
You still need roll up the Nightbane as usual, but for skill se-
R.C.C. Related Skills: Select one Rogue, one Domestic
lection and background, a player may opt to roll on the table be-
skill, one Technical skill, and three skills of choice from the fol-
low (instead of going with the Basic Nightbane Skill Package on
lowing list at level one. Select one additional skill at levels 3, 6,
page 89 of the RPG). If the G.M. thinks it is appropriate and al-
9 and 13.
lows it, the player may choose the background and education
60
Communications: Radio: Basic only. Rogue: Any (+10%).
Domestic: Any (+5%). Science: Mathematics: Basic (+10%) only.
Electrical: Basic Electronics only. Technical: Any (+5%).
Espionage: Detect Ambush, Detect Concealment, and Dis- W.P.: Any, excluding Pole Arm, Whip, and Heavy (Mili-
guise only. tary).
Mechanical: Automotive and Basic Mechanics only. Wilderness: None.
Medical: None. Secondary Skills: This character may select three Secondary
Military: None. Skills from the list above at level one, and one additional Sec-
Physical: Any except Acrobatics, Gymnastics or S.C.U.B.A. ondary Skill at levels 2, 4, 6, 8, 10, 12 and 14.
Pilot: Any Boats (except Ships), Automobile (+6%), Bicy-
cling (+1 0% ), Motorcycle (+ 10%), or Truck (+ 10%) only. 21-25°/o High School Educated
Pilot Related: None. This character finished high school before going out into the
Rogue: Any (+5%), except Computer related skills and world to find work or being forced to go underground when he
Safe-Cracking. became a Nightbane. This is probably a young character, age
17-21, years old with little work experience, but can be any age.
Science: Mathematics: Basic only.
R.C.C. Skills: Starts with Hand to Hand: Basic (can be up-
Technical: Any (+10% to Lore skills only).
graded to Expert at the cost of two R.C.C. Skill selections, or
W.P.: Any, excluding Pole Arm, Whip, Automatic Rifle, and Martial Arts at the cost of three), Bicycling (+ 10%), Computer
Heavy (Military). Operation (+15%), Language: Native (+15%), Literacy (+20%),
Wilderness: None. Math: Basic (+20%), and Pilot: Automobile (+4%).
Secondary Skills: This character may select three Secondary R.C.C. Related Skills: Select three Domestic skills, one
Skills from the list above at level one, and one additional Sec- Technical skill, and five skills of choice from the following list
ondary Skill at levels 3, 5, 7, 9, 11 and 13. at level one. Select one additional skill at levels 3, 6, 9 and 12.
Communications: Radio: Basic and T.V.Nideo only.
11-20°/o Street Thug Domestic: Any (+5%).
Another character who is a runaway, dropout, orphan or vic- Electrical: Basic Electronics only.
tim of poverty who never obtained a formal education and grew Espionage: None.
up on the streets. Only this character fell in with the wrong
Mechanical: Automotive and Basic Mechanics only.
crowd and has survived as a small time criminal and street mus-
cle. This is probably a young character age, 16-30, growing up Medical: First Aid only.
on the streets of a big city, but can be any age. Military: None.
R.C.C. Skills: Starts with Hand to Hand: Expert (can be up- Physical: Any.
graded to Martial Arts at the cost of one R.C.C. Skill selection), Pilot: Any, except Helicopter, Jet Aircraft, Jet Fighters, Jet
Language: Native (+ 15%), Literacy (+ 10%), Lore: Nightlands Packs, Ships, and Tanks.
or Factions (+25%), Body Building, Wrestling or Boxing (pick Pilot Related: None.
one), Roadwise (+10%), Streetwise (+30%), Streetwise: Drugs Rogue: Computer Hacking and Netwise only.
(+25%), and W.P. Knife or Blunt (pick one), and W.P. Auto-
Science: Any (+5%).
matic Pistol.
Technical: Any (+10%).
R.C.C. Related Skills: Select two Espionage skills, two
Rogue skills, one Physical skill, and two skills of choice from W.P.: Any, excluding Pole Arm, Whip, Automatic Rifle, and
the following list at level one. Select two additional skills at lev- Heavy (Military).
els 3, 6, 9 and 12. Wilderness: None.
Communications: Radio: Basic only. Secondary Skills: This character may select three Secondary
Domestic: Any. Skills from the list above at level one, and one additional Sec-
ondary Skills at level3, 6, 9 and 12.
Electrical: Basic Electronics only.
Espionage: Any (+10%), except Sniper, Tracking and Wil-
derness Survival.
26-30o/o Associate's Degree
Mechanical: Automotive and Basic Mechanics only (+5%). or Vocational Training
Medical: First Aid only. The character has received his or her Associate's Degree, or
Military: Recognize Weapon Quality (+10%) only. the equivalent of two years of college or vocational education.
Physical: Any except Acrobatics, Gymnastics or S.C.U.B.A. This is probably a young character age, 19-25 years old, with lit-
Pilot: Boats (any, except Ships), Automobile (+6%), Bicy- tle work experience, but can be any age.
cling (+10%), Combat Driving, Motorcycle (+10%), or Truck R.C.C. Skills: Starts with Hand to Hand: Basic (can be up-
(+10%) only. graded to Expert at the cost of two R.C.C. Skill selections, or
Pilot Related: None. Martial Arts at the cost of three), Bicycling (+6%), Computer

61
Operation (+20%), Language: Native (+25%), Literacy (+30%), Medical: None, except as special vocational training, above.
Math: Basic (+20%), and Pilot: Automobile (+10%). Military: None.
RC.C. Related Skills: Select two Domestic or Piloting Physical: Any, except Acrobatics.
skills, three skills from one of the following skill categories as
Pilot: Any, except Helicopter, Jet Aircraft, Jet Fighters, Jet
your area of special training (Communications, Electrical, Medi-
Packs, Ships, and Tanks.
cal, Mechanical, or Science; all three skills get a + 10% bonus),
and select five skills of choice from the following list at level Pilot Related: Any (+10%).
one. Select one additional skill at levels 3, 5, 7, 10 and 12. Rogue: Netwise only (+10%).
Communications: None, except as special vocational train- Science: Any (+15%).
ing, above. Technical: Any (+10%).
Domestic: Any (+10%). W.P.: Any, excluding Pole Arm, Whip, Automatic Rifle, and
Electrical: Any (+5% ). Heavy (Military).
Espionage: None. Wilderness: Any (+5%).
Mechanical: Any (+5%). Secondary Skills: This character may select five Secondary
Medical: None, except as special vocational training, above. Skills from the list above at level one, and one additional Sec-
ondary Skill at levels 3, 6, 9 and 12.
Military: None.
Physical: Any, except Acrobatics. 36-40o/o Rescue/
Pilot: Any, except Helicopter, Jet Aircraft, Jet Fighters, Jet
Packs, Ships, and Tanks. First Responder or Law
Pilot Related: Any. The character is a high school graduate and may have 1D4
Rogue: Netwise only (+5%). years of college and special training. Includes occupations such
Science: Any (+10%). as firefighters, paramedics, law enforcement (any branch), di-
saster relief, and similar (select skills to fit the desired occupa-
Technical: Any (+10%).
tion). Can be age 22 and older.
W.P.: Any, excluding Pole Arm, Whip, Automatic Rifle, and
R.C.C. Skills: Starts with Hand to Hand: Basic (can be up-
Heavy (Military).
graded to Expert at the cost of one R.C.C. Skill selection, or
Wilderness: Any. Martial Arts at the cost of two), Climbing (+20%), Combat
Secondary Skills: This character may select four Secondary Driving, Computer Operation (+20%), Paramedic (+20%), Lan-
Skills from the list above at level one, and one additional Sec- guage: Native (+25%), Literacy (+30%), Math: Basic (+30%),
ondary Skill at levels 3, 5, 7, 10 and 13. Pilot: Automobile (+ 12%) or Pilot: Truck (+16%), and Radio:
Basic (+20%).
31-35o/o College Graduate R.C.C. Related Skills: Select two Pilot or Pilot Related
skills and two from Medical or Technical skills that relate to the
with a Bachelor's Degree character's role as a First Responder (e.g. Excavation,
This character graduated from a 4-year university or similar Firefighting, Law, Rope Works, etc.; +20% skill bonus) as the
program, obtaining a Bachelor's degree in some field, or has a character's area of special training and select six skills of choice
vocational education that is roughly equivalent. This character from the following list at level one. Select one additional skill at
can be any age, but is probably 22-28 years old with minimal levels 3, 5, 7, 10 and 12.
work experience. Communications: Any (+15%).
RC.C. Skills: Starts with Hand to Hand: Basic (can be up- Domestic: Any (+10%).
graded to Expert at the cost of two R.C.C. Skill selections, or
Electrical: Any (+ 10%).
Martial Arts at the cost of three), Bicycling (+6%), Computer
Operation (+25%), Language: Native (+30%), Literacy (+40%), Espionage: None for most, available only to law enforcement
Math: Basic (+30%), and Pilot: Automobile (+ 10%). (+10%).
RC.C. Related Skills: Select three skills from one of the Mechanical: Any (+ 10% ).
following skill categories as your area of special training (Com- Medical: None, except as special vocational training, above.
munications, Electrical, Medical, Mechanical, Science or Tech- Military: None.
nical; all three skills get a +20% bonus), and select nine skills of Physical: Any.
choice from the following list at level one. Select one additional Pilot: Any, except Jet Fighters, Jet Packs, Ships, and Tanks.
skill at levels 3, 6, 9 and 12.
Pilot Related: Any (+ 10%).
Communications: None, except as special vocational train-
Rogue: Find Contraband, Netwise, Roadwise, and Streetwise
ing, above.
only (+10%).
Domestic: Any (+10%).
Science: Any (+10%).
Electrical: Any(+ 10%).
Technical: Any (+10%).
Espionage: None.
Mechanical: Any (+10%).

62
W.P.: Any, excluding Pole Arm, Whip, Automatic Rifle, and Martial Arts at the cost of three), Barter (+ 16%), Computer Op-
Heavy (Note: Law enforcement may select any Modern eration (+30%), General Repair & Maintenance (+20%),
Weapon). Jury-Rig (+15%), Language: Native (+25%), Literacy (+30%),
Wilderness: Any (+10%). Math: Basic (+30%), Physical Labor, Pilot: Automobile or
Secondary Skills: This character may select five Secondary Truck (+10%), Radio Basic (+10%), and Salvage (+15%).
Skills from the list above at level one, and one additional Sec- R.C.C. Related Skills: Select three skills from one of the
ondary Skill at levels 3, 5, 7, 10 and 12. following skill categories as the character's area of work/speci-
ality (Electrical, Mechanical, Pilot, or Technical; all three skills
41-SOo/o Laborer/Worker: Light get a +20% bonus), and select seven skills of choice from the
following list at level one (many are probably related to building
The character is an unskilled or semi-skilled laborer and has such as Boat Building, Carpentry, Construction, Excavation,
probably finished high school and possibly one or two years of etc.). Select one additional skill at levels 3, 6, 9 and 12.
college or vocational education. The character can be age 17 and
Communications: Any.
older.
Domestic: Any.
R.C.C. Skills: Starts with Hand to Hand: Basic (can be up-
graded to Expert at the cost of two R.C.C. Skill selections, or Electrical: Any (+1 0% ).
Martial Arts at the cost of three), Aerobic Athletics, Computer Espionage: None.
Operation (+20%), General Repair & Maintenance (+15%), Mechanical: Any (+15%).
Language: Native (+25%), Literacy (+30%), Math: Basic Medical: First Aid only(+ 10%).
(+20%), and Pilot: Automobile or Truck(+ 10%). Military: Demolition skills only (any; +20%).
R.C.C. Related Skills: Select three skills from one of the Physical: Any, except Acrobatics.
following skill categories as the character's area of work/special
Pilot: Any, except Jet Aircraft, Jet Fighters, Jet Packs, Ships,
training (Communications, Domestic, Mechanical, Science or
and Tanks.
Technical; all three skills get a + 15% bonus), and select five
skills of choice from the following list at level one. Select one Pilot Related: Any (+5%).
additional skill at levels 3, 6, 9 and 12. Rogue: None.
Communications: None, except as special vocational train- Science: Any (+5% to most; + 10% to Chemistry skills and
ing, above. Math: Advanced).
Domestic: Any (+10%). Technical: Any (+10%).
Electrical: Any (+5%). W.P.: Any, excluding Pole Arm, Whip, and Heavy (Mili-
Espionage: None. tary).
Mechanical: Any (+1 0% ). Wilderness: Any (+10%).
Medical: First Aid only (+5%). Secondary Skills: This character may select six Secondary
Skills from the list above at level one, and one additional Sec-
Military: None.
ondary Skill at levels 3, 6, 9 and 13.
Physical: Any, except Acrobatics.
Pilot: Any, except Jet Aircraft, Jet Fighters, Jet Packs, Ships, 61-70o/o Mechanic & Repair
and Tanks.
The character is a skilled mechanic. He may be a high school
Pilot Related: Any (+5%).
dropout with on the job/vocational training or a college gradu-
Rogue: Netwise only (+5%). ate. The character can be age 18 and older.
Science: Any (+10%). R.C.C. Skills: Starts with Hand to Hand: Basic (can be up-
Technical: Any (+10%). graded to Expert at the cost of two R.C.C. Skill selections, or
W.P.: Any, excluding Pole Arm, Whip, Automatic Rifle, and Martial Arts at the cost of three), Basic Electronics (+ 15%),
Heavy (Military). Computer Operation (+25%), General Repair & Maintenance
Wilderness: Any. (+20%), Jury-Rig (+10%), Language: Native (+25%), Literacy
Secondary Skills: This character may select four Secondary (+ 30%), Math: Basic (+20%), Pilot: Automobile (+ 10%), and
Skills from the list above at level one, and one additional Sec- Salvage(+ 15%).
ondary Skills at levels 3, 5, 7, 10 and 13. R.C.C. Related Skills: Select four skills from the Mechani-
cal skill category (+15% skill bonus for each) as the character's
51-60°/o Heavy Laborer/Construction area of specialty, and select five skills of choice from the fol-
lowing list at level one. Select one additional skill at levels 3, 6,
The character is a skilled laborer, has finished high school, 9 and 12.
1D6 years of college or trade school/vocational education for his
Communications: Radio Basic only.
job. Work can be construction/building, carpentry, crane opera-
tor, mechanical engineering, and similar. The character can be Domestic: Any (+5%).
age 21 and older. Electrical: Any (+10%).
R.C.C. Skills: Starts with Hand to Hand: Basic (can be up- Espionage: None.
graded to Expert at the cost of two R.C.C. Skill selections, or Mechanical: Any (+10%).
63
Medical: First Aid only (+5%).
Military: None.
81-90o/o Military/Soldier
This character may have completed high school and a year or
Physical: Any, except Acrobatics.
two of college or be a dropout, but ultimately he joined the mili-
Pilot: Any, except Jet Aircraft, Jet Fighters, Jet Packs, Ships, tary where he learned new skills and discipline. The Nightbane
and Tanks. is likely to be ex-military (Army, Air Force, Navy, Marine),
Pilot Related: Any. probably recently honorably discharged from service or went
Rogue: Find Contraband, Netwise, Palming and Roadwise AWOL after the Becoming. Age 20 and older.
only (+5%). R.C.C. Skills: Starts with Hand to Hand: Basic (can be up-
Science: Chemistry skills and Math only (+5%). graded to Expert at the cost of one R.C.C. Skill selection, or
Technical: Any (+5%). Martial Arts at the cost of two), Climbing (+20%), Computer
W.P.: Any, excluding Pole Arm, Whip, Automatic Rifle, and Operation (+25%), Language: Native (+30%), Literacy (+35%),
Heavy (Military). Math: Basic (+30%), Military Etiquette (+20%), Pilot: Automo-
bile (+10%), Radio: Basic (+20%), Running, W.P. Knife and
Wilderness: Any (+5%).
W.P. Automatic Rifle.
Secondary Skills: This character may select four Secondary
R.C.C. Related Skills: Select three skills from Military, two
Skills from the list above at level one, and one additional Sec-
from Physical, and two from Communications or Espionage,
ondary Skill at levels 3, 5, 7, 10 and 13.
and two W.P.s (any) of choice (each of these military related
skills gets a +20% bonus; not applicable to Physical skills). Also
71-80o/o Computer/Electronics select five skills of choice from the following list at level one.
This character may be a high school dropout with a natural Select one additional skill at levels 3, 6, 9 and 12.
talent and self-taught expertise in computers and/or electronics, Communications: Any (+15%).
a graduate from high school and trade school to a college gradu- Domestic: Any.
ate. This character can be 16 and older. Electrical: Any (+5%).
R.C.C. Skills: Starts with Hand to Hand: Basic (can be up- Espionage: Any (+5%).
graded to Expert at the cost of two R.C.C. Skill selections, or
Mechanical: Any (+10%).
Martial Arts at the cost of three), Bicycling (+4%), Computer
Hacking (+25%), Computer Operation (+30%), Computer Pro- Medical: Any (+10%).
gramming (+30%), Computer Repair (+20%), Language: Native Military: Any(+ 15%).
(+30%), Literacy (+40%), Math: Basic (+30%), Netwise Physical: Any.
(+25%) and Pilot: Automobile (+6%). Pilot: Any (+10%).
R.C.C. Related Skills: Select two skills from Communica- Pilot Related: Any(+ 10%).
tions and two from Technical (each of these skills gets a + 15% Rogue: Any.
bonus), and select six skills of choice from the following list at
Science: Astronomy and Advanced Math only (+ 10%).
level one. Select one additional skill at levels 3, 6, 9 and 12.
Technical: Any (+5%).
Communications: Any (+ 10% ).
W.P.:Any.
Domestic: Any (+5%).
Wilderness: Any (+10%).
Electrical: Any (+10%).
Secondary Skills: This character may select five Secondary
Espionage: None.
Skills from the list above at level one, and one additional Sec-
Mechanical: Basic Mechanics only (+ 10%). ondary Skill at levels 3, 6, 9 and 12.
Medical: None.
Military: None. 91-00°/o Driver/Delivery/Trucker
Physical: Any, except Acrobatics and Boxing. The character is a high school graduate and may have a year
Pilot: Any, except Helicopter, Jet Aircraft, Jet Fighters, Jet or two of college or trade school education. Can be any age, 20
Packs, Ships, and Tanks. and up.
Pilot Related: Any(+ 10%). R.C.C. Skills: Starts with Hand to Hand: Basic (Can be up-
Rogue: None, other than the allotted R.C.C. skills. graded to Expert at the cost of two R.C.C. Skill selections, or
Science: Any (+5%). Martial Arts at the cost of three), Combat Driving, Computer
Technical: Any (+10% bonus to Lore skills, Mythology, Phi- Operation (+15%), Land Navigation (+20%), Language: Native
losophy, Photography, Research and Writing only). (+25%), Literacy (+30%), Math: Basic (+20%), Pilot: Automo-
bile(+ 12%), Pilot: Truck (+20%), and Roadwise (+30%).
W.P.: Any, excluding Pole Arm, Whip, Automatic Rifle, and
Heavy (Military). R.C.C. Related Skills: Select three Technical (+15%) or Pi-
lot (+20%) skills (any except military vehicles) for the charac-
Wilderness: None.
ter's area of expertise, and select five skills of choice from the
Secondary Skills: This character may select five Secondary following list at level one. Select one additional skill at levels 3,
Skills from the list above at level one, and one additional Sec- 5, 7, 10 and 12.
ondary Skill at levels 3, 6, 9 and 12.
Communications: Radio: Basic only.
64
Domestic: Any (+10%). ever, as that softly glowing Nightbane with the delicate attrac-
Electrical: Basic Electronics only (+5% ). tive features, porcelain skin, and angel wings may hide a soul as
Espionage: None. wicked and cruel as any Nightlord, and that small twig of a teen-
age girl might tum into a hulking monster. Whether ugly or
Mechanical: Aircraft Mechanics, Automotive Mechanics,
beautiful, spindly or musclebound, fuzzy or scaly, every
and Basic Mechanics only(+ 10%).
Nightbane started life as an ordinary human and pretty much
Medical: First Aid only (+5%). feels and thinks like any other human being. It is that early life
Military: None. as a human that lays the foundation of who they are and is what
Physical: Any, except Acrobatics. gives these "monsters" deep rooted humanity.
Pilot: Any, except Jet Fighters, Jet Packs, Ships, and Tanks. The shock of finding out one isn't exactly human, combined
Pilot Related: Any (+10%). with the supernatural abilities gained through the Becoming,
Rogue: Any. usually has a profound impact on the mind of the individual. At
first, they may be horrified or repulsed by what they've become.
Science: Astronomy and Math only(+ 10%).
They may feel alienated and detached from humanity. Some
Technical: Any (+10%). may feel as if they are cursed by an evil force or damned by
W.P.: Any, excluding Pole Arm, Whip, and Heavy (Mili- God. Others may feel empowered and exhilarilted. Everyone re-
tary). sponds differently and everyone deals with it in their own way.
Wilderness: Any (+5%). The initial, knee-jerk reaction is to keep their dual identity a
Secondary Skills: This character may select four Secondary secret. That is a good instinct, because a Nightbane quickly
Skills from the list above at level one, and one additional Sec- learns he or she is hunted by demonic beings known as the
ondary Skill at levels 3, 6, 9 and 12. Nightlords.

Psychology
of a Nightbane
A lot has been speculated about how Nightbane tend to feel,
think, react, and behave.
How does it feel to be a normal human being one day, and
without any prior indication or warning, turn into a hulking
monster the next? What's it like to wield Supernatural Strength
and magical powers? What toll does it take to be feared by your
friends and family, or forced to keep your dark secret from
them? What is it like to know things about the world you live in
that others know nothing about or deny exist? How do you deal
with knowing demonic beings rule our government and seek
your destruction because they fear you? Why do these Demon
Lords fear you so much, exactly? When do you give up your hu-
man life to become a soldier in a Hidden War, or do you try to
do both? Why do so many Nightbane strive to be heroes? When
is it all too much to deal with?
These are just some of the most immediate questions and de-
manding pressures that plague the Nightbane. Any one or two of
them would be hard to deal with, but the Nightbane must deal
A hero's mindset
with them all and there are no easy answers. They must face The monumental stress of the Becoming and a life of secrets,
fear, hatred, rejection, uncertainty, identity crisis, life and death let alone being inevitably drawn into a secret war with demonic
secrets, the trauma of war (secret or otherwise), and a life turned monsters, can take a heavy toll on the strongest mind. Disorders
upside down. Yet the majority deal with it reasonably well. such as clinical depression, anxiety, paranoia, phobia, obsession,
Despite their gruesome or strange inhuman appearance, they neurosis, delusions of grandeur, suicidal thoughts, death wish,
are still ruled by emotions that are very much human. They are and Post-Traumatic Stress Disorder are all common among the
the living embodiment of Doctor Jekyll & Mister Hyde, though Nightbane, though the degree varies widely, and a surprising
one could argue in reverse, for while there is a monster inside number (at least 62%) come to terms with the realities of being
the human Facade, there is a human inside the monster. This a Nightbane rather quickly and quite well. Most adjust to their
means the eight foot tall grizzly bear with a flaming skull and strange new reality in a matter of months. Some observers have
razorblade claws may be the kindest, gentlest soul on Earth. speculated this is because becoming a Nightbane gives the per-
Since Dark Day, one cannot judge a book by its cover more than son a strong sense of destiny and purpose.

65
For the vast majority of people, their Becoming occurs at the
age of 14-30, when they are searching for a purpose and open to
all possibilities. Consequently, being a Nightbane makes them
special, important and potentially heroic. Many embrace their
supernatural nature, powers, and purpose. A heroic purpose of
saving lives, liberating their fellow man from the secret machi-
nations of evil (i.e. the Nightlords), and making the world a
better, safer place. It is a heady proposition that most Nightbane
embrace. It makes them heroes and even the negatives attached
to their situation feel right. It makes them tragic heroes who
must overcome great personal tragedy or challenges so they may
learn, grow and defeat a great evil and, literally, save the world.
Especially to a young, idealistic mind, does it get any better than
that?
It is a mistake to think of Nightbane as angst-ridden, teenage
monsters playing heroes, because it's a great disservice to them,
and flat out wrong.
Most are no younger than the young men and women who
have joined the military and fought our wars since the beginning
of human history. The Nightbane fight a war too, only it's not a
war recognized or sanctioned by any government. In fact, the
enemy is the governments and mega-corps of the world who
have been secretly taken over by the evil and corrupt demonic
creatures known as the Nightlords. This places the Nightbane in
an underdog, David versus Goliath role which actually rein-
forces their self-image as unsung heroes. This hero mind set is
what gives many Nightbane the mental and emotional strength
and courage to accept their fate and keep going.
Hero or villain, most Nightbane are not brooding loners.
Most try to be proactive and positive. This is especially true
when it comes to interactions with other Nightbane. Many feel
an inexplicable connection with others of their own kind. A con- Optional Nightbane
nection that brings them together and helps them to feel less iso-
Specific Insanity Table
lated and alone. A Nightbane often seeks and finds solace with
others like himself, which is one reason gathering places like Of course, not all Nightbane handle the pressure well. Some
Club Freak are so popular. In fact, this connection is so strong use their powers for crime, evil or selfish purposes. Some crack
that some Nightbane, even some of the most malevolent, refuse under the strain, giving in to depression and despair, anxiety,
to kill their brethren despite being on opposite sides of a con- fear, or self-recrimination, or become bitter, cruel, or vengeful,
flict! It is also what attracts them to Nightbane gangs and fac- while others feel helpless, confused or lost.
tions.
01-10% Death Wish: Though never outright suicidal, the
A faction, or any group, provides a sense of stability, cama- character takes crazy chances, foolish risks, takes on extremely
raderie, family and purpose. Human beings are social animals powerful and dangerous opponents, and seems to want to die.
with a need to belong and build a family. Unfortunately, some Ironically, when truly faced with a life and death situation, the
members rely too heavily on their faction for direction and pur- character does everything in his power to survive, short of rat-
pose, and some follow their gang leaders with blind faith. Be- ting out his friends, or sacrificing innocent lives. Enjoys talking
longing to a faction can also lead to a sense of rivalry with other about death and ways to die.
factions and "outsiders." This can cause a person to judge others
11-15% Superman Syndrome. The character thinks he is
unfairly based on the faction with whom they are associated.
indestructible either due to his inhuman powers and Morphus, or
While most Nightbane are individuals with opinions, beliefs,
because he is a Nightbane and it is his destiny to be a
goals and aspirations separate from their faction (some may
super-hero, save lives and destroy the Nightlords. Takes foolish
even run counter to those of the faction), some buy into the
risks, makes dangerous snap judgements, tends to underestimate
company line and take on the more narrow, intolerant and bi-
the enemy, and is always putting himself in the line of fire to
ased views of their faction. At its worst, it creates a sense of elit-
protect others.
ism and a "them and us" mentality.

66
16-20% Doctor Jekyll & Mister Hyde Syndrome: Facade 46-50% Dead Bodies.
is a good alignment and the Morphus is Anarchist, Miscreant or 51-55% Confined Spaces.
Aberrant evil, or vice versa, the Facade is selfish or evil and the 56-60% Openings that lead to darkness.
Morphus is good and heroic. When in the Anarchist or evil form
61-65% Nightlords or one specific minion.
the character may become more intolerant, arrogant, vengeful
and cruel. 66-70% Nightlands.
71-75% Torture.
21-25% Recluse: Tends to keep secrets, prefers to be alone,
76-80% Rooftops.
acts cool and aloof and doesn't like or trust strangers. Fiercely
loyal to those who are his trusted friends and teammates. 81-85% Sewers.
86-90% Family.
26-30% Nightbane-centric. Only trusts and feels comfort-
91-95% Magic weapons and devices.
able around other Nightbane. Looks upon human beings as be-
neath him/inferior, doesn't like or trust Guardians, vampires or 96-00% Large crowds.
any other race, and despises the Nightlords and all who serve 71-80% Common Nightbane Obsessions. 01-50% Loves/
them. Desires or is fascinated with; wants to know everything about,
31-40% Scared secret identity will be discovered and that and/or be it/near it/associated with it. 51-00% Hates the subject
he will either lose his human life and be shunned by friends, of the obsession and may seek its opposition, destruction, elimi-
family, and society, and/or that his family will suffer for what he nation, or answer.
is. 01-05% Uniting the Nightbane or rescuing/helping 'Bane.
06-10% The origin of the Nightbane.
41-45% Gloom and Doom (a form of depression). The
character sees only the bad, dark, sad, dangerous side of life and 11-15% The purpose of the Nightbane.
worries about the grim outcome of every venture. Has difficulty 16-20% Are Nightbane human or supernatural monsters?
finding joy and being positive, but struggles with it and presses 21-25% Secrets and secret identities (keeps them or hates
forward. -2 on initiative, -1 on all saving throws. them).
46-50% Performance Anxiety. -2 on initiative and Percep- 26-30% Being a hero: strives to be one, or is an anti-hero.
tion Rolls in combat and high stress situations, and -20% to skill 31-35% Conspiracies.
performance. 36-40% Authority and order.
51-55% Post-Traumatic Syndrome: 01-40% Goes berserk 41-45% Vampires and undead of all kinds.
when locked in combat and wants to make it stop, typically by 46-50% The Guardians.
killing all the bad guys! 41-70% Goes wild when locked in com- 51-55% NSB and other secret government agents.
bat, determined to rescue and protect all innocent bystanders, es- 56-60% Minions of the Nightlords.
pecially children and women. 71-90% Becomes vengeful and 61-65% The Nightlords.
murderous. 91-00% Curls up into a ball and whimpers until the
66-70% Nightlands.
fighting is over.
71-75% The Hidden War.
56-60% Evil Seed Syndrome. Constantly worried that he re- 76-80% Magic.
ally is some kind of evil monster or demon, is losing touch with
81-85% Combat.
his humanity, and will one day snap and hurt innocent people,
join the Nightlords, or descend into wickedness and become 86-90% Fame and glory.
evil. As a result, this character tries hard to do the right things 91-95% Revenge against the Nightlords or a specific faction,
and be a good person. group, or minion of the Nightlords.
96-00% The monster I am. (01-50% Embraces the idea he is
61-70% Common Nightbane Phobias (fears, distrusts and
a supernatural creature, and likes scaring and intimidating peo-
avoids):
ple, playing up on being a monster, and considers his Morphus
01-05% Alien bugs and parasites. to be the real him. 51-00% Hates and fears the idea ofbecoming
06-10% Law enforcement officers and police stations. a monster and works hard for that not to happen; considers his
11-15% Black Magic. human Facade to be his true nature.)
16-20% Psionics. 81-85% Roll on the Random Phobia or Obsession Table
21-25% Hounds (i.e. the minions of the Nightlords). in the RPG.
26-30% Hunters (i.e. the minions of the Nightlords).
86-90% Roll on the Random Insanity Table in the RPG.
31-35% Beetles.
36-40% Mind Control. 91-95% Roll on the Neurosis Table in the RPG.
41-45% Tentacles. 96-00% Roll on the Psychosis Table in the RPG.

67
Anatomy of a Morphus
The appearances of Morphus forms are as unique as the indi- cats, wished he was a cat, or felt he was a cat in a past life, then
vidual Nightbane who wear them. Despite how bizarre and that Nightbane might have a feline Morphus Form. However,
frightening the inhuman form can appear, the looks and abilities there are many other contributing factors, so that feline Morphus
of the Morphus are hardly random. Even the smallest of details might be thin, sensual and agile, or bulky, powerfully built and
about the the Morphus is a reflection of the Nightbane and de- armed with large claws and fangs. Likewise, the feline might
termined by the psyche of each individual. Therefore, the ap- have machine parts or weapon limbs, or wings or ... just about
pearance of a Morphus is affected by the Nightbane's anything, all representing some subconscious aspect of the indi-
personality, how he sees the world and his place in it, his dark- vidual.
est fears, insecurities, deepest hatred, strongest desires, wildest All of us have a lot going on in our subconscious of which
dreams, personal aspirations, interests, and the people, places we are unaware. Strong subconscious feelings, desires, fears,
and things that affect/touch him in some way. That may include
etc. can have a large impact on the appearance of the Morphus.
a particularly vivid childhood memory or impression, a spiritual This means oftentimes even the Nightbane themselves can't ex-
belief, a favorite animal, person, how he thinks of himself (or plain why they look the way they do! Body armor, for example,
wishes he was, or how he fears others think of him), even a fic-
could represent power and strength, or insecurity and the need
tional character, image, sentiment or aspiration inspired by a for a protective shell.
movie, TV show, book, comic book, videogame, song, or any-
thing that had a profound impact on the individual's life. Although the initial shock of the Becoming is usually terrify-
While strong elements of the Nightbane's personality deter- ing, most Nightbane quickly become comfortable in their
mine the appearance of his Morphus, not every factor dictates Morphus skin. Monstrous or not, a character's Morphus soon
his appearance, just the elements that had a significant and pro- feels right. Many Nightbane actually come to think of their in-
found impact on the individual, and not even all of them. For human looking Morphus as their "true self." This is likely due to
example, if a Nightbane simply had a pet cat while growing up, the fact that the Morphus is indeed a reflection of the person's
that doesn't mean he or she has feline characteristics for the inner self; that which is often kept hidden and locked up, but is
Morphus Form. On the other hand, if the person had a deep as real and as important (maybe even more so) as the outward
fondness for the cat, or more to the point, felt he could relate to Facade we all let the rest of the world see. Consequently, a short

68
while after the Becoming, most Nightbane do not see them- "cool kids" at school. Recently, she has taken up bird-watching
selves or other 'Bane as monstrous, ugly or frightening. as she has always found birds beautiful and wishes she had
Of all the questions, shocking revelations and life changing wings so she could fly away somewhere.
transitions, the three questions that a Nightbane are likely to When Nadine undergoes her Becoming, she finds her
struggle with the most go to the core of human identity: Who or Morphus to be an elegant humanoid with no face (since she sac-
what am I? What is my purpose and place in the world? How do rificed her identity to fit in), bird wings (to fly away with), bro-
I fit in? This is why Nightbane wonder which is the real them: ken glass imbedded in her skin (from the car accident), and four
Their human Facade or their monstrous Morphus? Are they hu- arms (because though she was unaware of it, she has been feel-
man or Nightbane? Depending on the individual person, they ing overwhelmed by the amount of work she has to do in
may regard their human self or their inhuman Morphus as the school).
"real" them. Ironically, both are the real them; different sides of Behold, a Morphus Form that makes sense. To further the
the same coin. concept, Nadine might start with a Nightbane Talent such as The
Likewise, there is much debate over whether the Nightbane Shroud, allowing her to hide her true self.
are human or supernatural. That question seems more difficult Another example is Charlie, a seventeen year-old high school
to answer, as they are born ordinary humans, raised as humans, student who is a bit of a science fiction geek. He is sensitive and
and think and behave as humans. When they Become a caring which, in concert with his sci-fi nerdiness, gets him
Nightbane, their physical form is clearly more than human and picked on every day at school. He never seems to stand up for
they wield supernatural abilities. However, they are the same himself, or fight back physically, leading even his father to think
person inside, and isn't that person human? Again, the question of him as a "wimp."
really seems to come down to appearance, emotional trauma and However, Charlie deliberately draws the bullies' attention
personal perception as to whether a Nightbane chooses to think away from the younger kids and upon himself to save them the
of himself as human or inhuman. To make the matter worse, the torment he's known all his life. Deep down he knows that he is
Nightlords and their minions try to divide the Nightbane's ranks meant for something greater, he just doesn't know what.
and create confusion and emotional turmoil by raising the ques-
His greater purpose manifests in his Morphus as a thick metal
tion of their humanity and whether a supernatural being or mon-
exoskeleton (from both his sci-fi interests and to represent the
ster has any loyalty to the human masses. Of course, making the
"inner emotional armor" with which he defends himself against
Nightbane feel separate and ostracized by the rest of humanity
the bullies and the disappointment of his own father), he is tall
works in their favor and weakens their Nightbane enemies. It's
and powerfully built to heroic proportions (because he's always
psychological warfare, and the masters of lies are very good at
wanted to prove to his father and those who laughed at him that
it.
he isn't a wimp), and an inner light (representing the nobility
and kind heart that most don't see) glows from within. He
Finding meaning behind a Morphus would also likely have a starting Nightbane Talent that deals
In a game context, Players are encouraged to explore the with defense, such as Shadow Shield.
possible meanings behind their Nightbane's Morphus as an ex- In the alternative, roll up a Nightbane character using or
ercise to develop their character's personality, hopes, dreams picking from the usual tables, and/or the new ones in this book,
and back story. It can add a lot of depth to the personality of the and then build the personality traits around the appearance of
character. your fictional character. In other words, figure out the personal-
One way to develop meaning and personality around a ity, fears, emotions, etc. based on the Morphus traits randomly
Morphus. This is just a suggestion, but it has worked for one of rolled or selected.
the authors in creating Nightbane characters.
Step 1: Roll one four-sided die and add two to the total. This
determines the number of Nightbane Characteristics that are
clearly reflected in the Morphus.
Nightbane
Step 2: Determine personality elements equal to the number
rolled. These may include fears, goals, interests, experiences,
Morphus Tables
beliefs, and the like, but they have to play a part in who the A New Nightbane Appearance Table and a new Nightbane
character is and his personality. Characteristics Table are presented below. They both replace
Step 3: Look over the Morphus tables and either pick a par- the original tables found in the Nightbane® RPG (page 92),
ticular Morphus characteristic or table that relates to each per- and take into account the current Nightbane Morphus Tables
sonality element, rolling on the tables (re-roll if duplicate rolls from the RPG and sourcebooks.
result) and assign them to your Nightbane character. For tables that have multiple incarnations (e.g. Stigmata I, II,
Step 4: Obtain the G.M. 's approval of the Morphus to make and III, Alien Shape II, and Biomechanical II plus
sure the relationships make sense and the power won't unbal- Biomechanical Aquatic, etc.), the player can select the table he
ance the game. You now have aMorphus Form that relates di- would prefer to roll on or make selections, or the Game Master
rectly to the character. may assign the table the player should use. Similarly, a player
For example, Nadine is a fourteen year-old girl who lost her may elect to roll on the Aquatic Animal Form Table in place of
parents in an automobile accident a year ago. Before that, she al- the original Animal Form Table found in the RPG, if he so de-
ways tried to change how she looked and acted to fit in with the sires.
69
Note: When there is more than one table with the same or dodge, +6 to Perception Rolls, and +9 to Horror Factor, the
similar name, e.g. Unnatural Limbs Table II or Biomechanical number actually given to the character is HALF rounded down.
Table II, the "other" table (e.g. Table I is not in this book) is Using the example above, the bonuses given to the character
likely to be found in the Nightbane® RPG, (Mineral Table I would be +7 to strike, +5 to parry, +4 to dodge, +3 to Perception
and Plant Life Table are found in Nightlands, page 142), and Rolls, and +4 to Horror Factor. This is in addition to bonuses
the player may roll on, or make his selection from whichever ta- from high attributes and skills, so the character is still a power-
ble he finds most interesting or desirable. house.
Game Master & Player Note: Flexibility and imagination Morphus S.D.C. Bonuses: If the total is 180 S.D.C. or less,
are key to enjoying this game. It is fun to allow a player to roll a I say let it stand. After all, Nightbane are, a) monsters, b) super-
lot of inhuman characteristics for his Morphus. The more com- natural in Morphus form, and c) superheroes. If the S.D.C. is
binations to the appearance, the more horrific, weird and fun it more than 180 points, reduce by half or bring it down to 180
is to play. However, multiple Morphus characteristics also mean S.D. C., whichever is greater. For example, if the bonus S.D.C.
multiple bonuses, powers, and penalties. amount was 90, 100 or 134, the character gets that number be-
Too many bonuses are likely to create a ridiculously powerful cause it is under 180. However, if a character had a combined
character. C.J.'s original advice was for the G.M. to "put a cap S.D.C. of 220 the S.D.C. bonus would be reduced from 220 to
on the number of attribute and S.D.C. bonuses if the Game Mas- 180. If it was, say 430 S.D.C., dividing it in half would make the
ter felt their players were just trying to stack bonuses for the S.D.C. bonus 215 because the number after division was greater
sake of power." It was also stated, "don't let rolls rule the game; than 180.
be imaginative and have fun." While we agree with this state-
ment, the new tables offer a great many multiple selections and New Appearance Table
bonus stacking, so we felt it necessary to drop in some formal Roll percentile dice or, if the G.M. allows it, select one of the
guidelines. following.
If you want truly superhuman Nightbane with incredible 01-05% Almost Human: This is your "Ken" or "Barbie" a
power, let all bonuses (and penalties) be accumulative, and you Nightbane Morphus that looks almost totally human, except for
are done. one inhuman trait. Roll once on the Disproportion Table or Un-
However, if you allow the bonuses for characters who roll on usual Facial Features Table to determine the type of unusual
4, 5, 6 or more Morphus characteristics tables, you are likely to characteristic. If the result asks for more than one characteristic,
have a character with bonuses to strike, parry, dodge, etc., in the ignore it and re-roll. Bonuses: In addition, the Almost Human
range of+ 12 and greater. That takes away from game balance Nightbane gets + 1D4 to M.A., + 1D4 to P.B., +2D6 to S.D.C.
and even game play. If the character is, say, +18 to strike, where and + 1 to Perception Rolls.
is the fun in that? Dice represent luck and happenstance. If the 06-10% Inhuman but Beautiful: The Nightbane's Morphus
bonus modifiers are too high, it removes the element of chance, combines a beautiful appearance with a touch of the bizarre and
and makes the game much less exciting. Here is Kevin inhuman. Roll once on the Unearthly Beauty Table (page 92 of
Siembieda's solution: the Nightbane® RPG) and then once on the New Nightbane
1. Morphus Attribute Bonuses: Add the Morphus bonuses Characteristics Table that follows.
for each individual attribute together. For Example: Three of 11-15% Marred Beauty: The character has a beautiful
your character's four Morphuses provided a different P.S. bo- Morphus, but it is marred by a gruesome stigmata. Roll on the
nus. Add all three of those P.S. bonuses together. Before you Unearthly Beauty Table (page 92 of the Nightbane® RPG), the
add that total to the character's P.S. attribute, you may have to Stigmata Table (page 101 of the Nightbane® RPG or the one
adjust the number. If the total bonus is greater than 6, divide the in this book) and once on the New Nightbane Characteristics
bonus number by half. Round up in the case of fractions, and Table that follows.
add the halved number to the character's attribute. Thus, if the
16-20% Dimensional Traveler: A blending of science and
character has P.S. attribute bonuses that add up to 9, divide by
magic, this Nightbane appears to be something from an alien di-
half. Halfis +4 1/2- round up to +5. The +5 bonus is added to
mension. Roll 1D4 times on the Extraterrestrial Table or New
the P.S. attribute, not the original +9.
Nightbane Characteristics Table, or roll once on each of the fol-
Do this for EACH attribute. The only exception is Spd. Let lowing tables: Biomechanical Table (any), Fantasy Table, and
Spd bonuses add up and apply the bonus unchanged. Stigmata or Undead Table. Ignore and re-roll any result that
lf the total bonus is 6 or less, it gets added to the attribute calls for multiple rolls.
without modification. As always, high attributes provide greater 21-25% Lycanthrope: The Nightbane's Morphus is a mix-
bonuses to strike, parry, dodge, etc. ture of animal and humanoid traits. Roll on the Animal Form
Morphus Combat Bonuses: In addition to attribute bonuses, Table or on any of the Aquatic Animal tables.
a character often also enjoys combat bonuses for things like 26-30% Anthromorph: The Nightbane's Morphus is an odd
Perception Rolls, initiative, strike, parry, dodge, pull punch, blend of human and animal characteristics that borders on cari-
etc., as well as Horror Factor. cature. Roll once on the Unearthly Beauty or Angelic Table, and
In this case, add the bonuses for each of the different combat once each on the Animal Form (any) and New Nightbane Char-
moves (i.e. bonuses to strike, then parry, etc.) and divide the to- acteristics Tables.
tal for each by half and round down. Thus, if the combined 31-35% Monstrous Lycanthrope: Not only is the Morphus
Morphus bonuses were say, + 14 to strike, +1 0 to parry, +9 to animal-like, it has hideous deformities that give it a terrifying
70
appearance. Roll once each on the Animal Form, Stigmata 96-00% Living Myth: Everything about this Nightbane's
(found in the Nightbane® RPG or this sourcebook) and New Morphus seems derived from medieval times, fantasy and/or
Nightbane Characteristics Tables. pop culture mythology. Roll once on the Fantasy, Extraterres-
36-40% Carnifern: This Morphus appears to be a walking, trial, and Angelic or Infernal tables.
talking plant come to life. Roll once each on the Plant Life Ta-
ble and the New Nightbane Characteristics Table. New Nightbane Characteristics Table
41-45% Inorganic: The Nightbane appears to be made of This new table replaces the original and takes into account all
stone or some other material that is not flesh and bone. Roll of the current Morphus Tables.
once on the Mineral(Table I or II) or Artificial Appearance Ta- 01-05% Geo-Creature: Roll on the Mineral Table I or II.
ble, plus once on the Biomechanical (any) or the New Nightbane
06-10% Divine: Roll on the Angelic or Unearthly Beauty
Characteristics Table.
Table.
46-50% Inhuman Shape: The Nightbane's Morphus is a
11-15% Depraved: Roll on the Infernal or Undead Table.
gruesome mockery of humanity. Roll on the Stigmata Table
(any) and once on the Nightbane Characteristics Table. 16-20% Unusual Facial Features: Roll on the Unusual Fa-
cial Features Table (any) of choice.
51-55% Patchwork Horror: The Nightbane's Morphus ap-
pears to be stitched together as if made from spare parts that did 21-30% Facsimile: Roll on the Artificial Appearance Table.
not quite match. Roll once each on Unusual Facial Features, 31-40% Biomechanical: Roll on the Biomechanical Table
Disproportion, Unnatural Limbs, and Stigmata Table (any). Ad- (any) of choice.
ditionally, all the limbs are connected to the torso by some form 41-45% Prehistoric Nightmare: Roll on the Dinosaur Ta-
of artificial attachment, such as large staples, heavy stitches or ble.
even duct tape. 46-55% Alien Creature: Roll on either the Alien Shape Ta-
56-60% Amalgam: Ever play the game of trying to guess ble or Extraterrestrial Table.
whether something is animal, vegetable or mineral? Well this 56-65% Misshapen Freak: Roll on the Disproportion Ta-
Morphus falls under the category of "All of the Above." Roll ble.
once each on the Animal Form (any), Plant Life, and Mineral (I 66-75% Unnatural: Roll on the Unnatural Limbs or Undead
or II) Tables. Table.
61-65% Morbid: This Morphus has a connection with the 76-85% Fantasy/Medieval: Roll on the Fantasy Table.
dark. Roll once each on the Infernal, Stigmata, and Undead Ta-
86-90% Botanical: Roll on the Plant Life or Mineral Table
bles.
(any).
66-70% Bizarre: Roll on the Unearthly Beauty, New
91-95% Underwater: Roll on any one of the Aquatic
Nightbane Characteristics, Animal Form (any, or Aquatic Ani-
Morphus Tables of choice.
mal, any), and Aquatic Biomechanical Table or Unusual Limbs
Table II. Then exercise your imagination to combine the results. 96-00% Two Characteristics: Roll or select two categories,
ignoring andre-rolling any result above 95%.
71-75% Chosen One: Roll once on each of following tables:
Unearthly Beauty Table, Angelic and New Nightbane Charac-
teristics Table. If the table asks for more than one characteristic,
ignore the result and re-roll.
New Morphus Tables
76-80% Condemned: These Nightbane often believe they Inspired by the works of Eric Baierl, Roy C. Craigo,
are a product of supernatural evil, demonic forces or cursed. DeAnna Renae Bearce, Aaron Oliver, David Solon Phillips,
Roll once on each of the following tables: Infernal, Stigmata and Edward Woodward III from various issues of The
(any), Unusual Facial Feature, and Biomechanical (any) -or- Rifter®. Much new material developed and written by Kevin
Undead, Alien Shape, and Unnatural Limbs. If the table asks for Siembieda
more than one characteristic, ignore the result and re-roll.
81-85% Dinosaur Freak: This Morphus is a blend of human
Alphabetical Listing
and dinosaur. Roll once each on the Dinosaur, Animal: Reptil- Alien Shape Table II- page 72
ian (see the Nightbane® RPG) and Unusual Facial Features Angelic Table- page 73
Table. Aquatic Animal Form Tables- page 75
86-90% Victim: This Nightbane bears deep psychological Crustacean Table- page 75
and/or emotional scars from some trauma which has manifested Dolphin/Whale Table- page 76
as his Morphus. Roll once each on the Victim, Unearthly
Fish Table- page 77
Beauty, and New Nightbane Characteristics tables or once on
the Victim Table and twice on the Stigmata Table (any). Octopus/Squid Table- page 78
Shark Table- page 79
91-95% The Drowned: This Nightbane looks like a night-
marish monstrosity from the ocean depths. Roll once each on Artificial Appearance Table- page 80
the Aquatic Animal Table (any), Biomechanical: Aquatic Table, Biomechanical: Aquatic Table- page 82
a Undead Table. Biomechanical Table III- page 83
Dinosaur Form Table- page 85

71
Disproportion Table- page 87 09-17% Armored Scales: Thick, heavy scales like an alliga-
Head - page 87 tor's cover the Nightbane like armor, protecting him and adding
to his frightening, alien appearance. Bonuses: +6D6+6 S.D. C., a
Arms & Hands- page 88
Natural A.R. 9, and +1 to Horror Factor. Penalties: -1 to P.P.
Legs & Feet- page 88 and P.B.
Torso- page 88 18-26% Multiple Heads: The Nightbane has two or more
Extraterrestrial Table- page 89 heads resting on his shoulders (01-75% two heads, 76-98%
Fantasy Table -page 90 three, 99-00% four heads). These heads usually have the same
Infernal Table - page 91 personality, however Nightbane with multiple personalities or
Mineral Table II- page 93 multiple Morphus characteristics could have a different head for
each personality or each Morphus. Each head is capable of
Stigmata Table III- page 95
speech and can look in a different direction from the others. Bo-
Undead Table - page 96 nuses: + 1 to Perception Rolls and Horror Factor for each addi-
Unnatural Appendages & Limbs Table- page 97 tional head; + 1 to I.Q. and +1 on initiative. Penalties: -1 to
Unusual Facial Features Table II- page 98 M.A. and -1 to P.B. per each head.
Victim Table- page 99 27-35% Shadow Man: This character appears pitch black,
like a three-dimensional shadow or silhouette with no visible
features. Makes no sound when he moves and is 80% invisible
in darkness (this does not count if lights, such as street lamps or
headlights, are turned on the Nightbane). Bonuses: +20% to
Prowl (or base of 45%) in low-light environments, but -20% in
bright lighting,+ 1D4 to Horror Factor. Penalties: Day vision is
half normal, and the Nightbane sticks out like a sore thumb in
daytime or in well-lit areas.
36-44% Slimy, Slug-Like Skin: Disgusting slime-covered
skin that moves and ripples in strange ways covers the
Nightbane's body. The Nightbane leaves slime on everything he
touches (-10% to Prowl) and everyone who touches him needs
to save vs Horror Factor or they will be so disgusted that they
can't bear to touch him again. Bonuses: +3 to Horror Factor.
Penalties: -2D6 to S.D.C., -1D4 to P.B., -10% to Prowl skill,
and enemies are +20% to Track or Tail this character.
45-53% Abnormally Large Sensory Organs: The eyes,
ears, nose, tongue and fingertips of this Nightbane are extremely
large, but the senses are proportionately better too. Bonuses:
Eyes: +3 to ALL Perception Rolls, hawk-like day vision, and
Nightvision 2,000 feet (609.6 meters). Nose: Track by Scent is
20% +5% per level; recognize scent is 25% +5% per level of ex-
perience (+30% for common scents); recognize specific scent
(your cousin Al, your dog, etc.) is 20% +3% per level. Ears: Can
clearly hear a whisper at 150 feet (45.7 m). Mouth: Can discern
specific substances by taste (including ingredients in food, poi-
sons, etc.) at 30% +5% per level. Fingers: +5% to any skills re-
Alien Shape Table II quiring a light touch such as Safe Cracking and Art. Penalties:
-3 to P.B.
Here are some more odd and disturbing features for a truly
freakish Morphus. 54-62% Shaggy Hairy: The Nightbane's body is covered by
thick, shaggy hair. The hair can be any color the player desires,
01-08% No Bones: This Nightbane may appear normal (or
even unnatural colors like green or blue. The hair covers every
as other Morphus forms allow), but his freakish movement sug-
part of the Nightbane's body except the palms of the hands and
gests he has no bones. The arms, legs, neck, etc., move and bend
the soles of the feet. It may even cover the face and hang over
any which way, yet somehow the appendages and body parts
the eyes unless it is moved aside, or the face may be more like
keep their shape. Note: This does not allow the Nightbane any
an orangutan, hairy everywhere but on the face around the eyes,
type of stretching power or shape shifting abilities. Bonuses:
nose and mouth. Bonuses: +4D6 S.D.C., + 10% to the Conceal-
+3D6 S.D.C., +6 to roll with impact and +1 to dodge. This
ment skill, and +2 to Horror Factor. Penalties: Hair may leave
Morphus form also gives the Nightbane an anti-grappling bo-
clearly discernable trace evidence and may get in the way from
nus: A.R. of 10 + dodge bonuses against grapples and holds
time to time.
(can wriggle out of holds like nobody's business); +20% to the
Escape Artist skill (or a base of 40%) and +2 to Horror Factor. 63-71% Wrinkled Skin: The body is covered by a tough,
wrinkled hide similar to that of a rhinoceros. Bonuses: +5D6+5
Penalties: Reduce P.S. and Spd by 20%.

72
S.D.C., Natural A.R. of 8, and+ 1 to Horror Factor. Penalty: -2 members of the Lightbringers (and Guardians, in general) tend
toP.B. to accept them.
72-79% Brute: Increase body size and weight by 50%, limbs 01-10% Inner Light: The character glows with an inner
are muscular and thick, teeth have fangs and the Brute has claws brilliance that seems to radiate from under his skin. This charac-
in place of fingernails. Body hair is dense and looks more like ter may also have a halo around his head. Ordinary people are
fur, and the face has a Neanderthal appearance. Bonuses: either in awe of the Nightbane or fear him out of ignorance. Bo-
+1D4xl0 to S.D.C., +1D4 to P.S., +1 to P.E., bite attacks do nuses: + 1 to M.A. and M.E., +4D6 S.D.C., +2 to Awe/Horror
1D6 damage and claw attacks do 2D6 damage in addition to Su- Factor and laser and energy blasts do no damage. Penalty: Can-
pernatural P.S. punch damage. +2 to Horror Factor. Penalities: not Prowl or hide at night or in shadow, glows like a beacon.
-1D4 to P.B., -1 to I.Q., and custom clothing is necessary to
clothe the Brute.
80-87% On Fire: This is an odd one, perhaps the product of
someone who is deathly afraid of fire, or fascinated by it. The
Nightbane remains unchanged in appearance except that he is on
fire in Morphus form. The fire may only cover his head, neck
and shoulders or the entire body. This fire cannot be put out as it
does not rely on oxygen (though the Nightbane still needs air to
breathe), nor does it produce smoke. Even stranger, the flames
catch flammable items on fire only when the Nightbane wishes
it (although scorch marks are left everywhere). Bonuses: +2 to
Horror Factor. Heat and fire attacks do no damage, but the char-
acter can cause his hands to be inflamed and fire punches inflict
+2D6 S.D.C. to hand to hand damage from the fire. Likewise,
opponents who make physical contact with the fiery Nightbane
take 1D4 damage every round they are touching him- unless
the attacker is protected against fire, or the Nightbane doesn't
wish them harm. Penalties: Cold attacks do double damage and
Prowl and hiding are impossible due to the light and noise of the
flames.
88-96% Baggy Flaps of Skin: The character's skin seems
too large for his body, or there seems to be too much skin for his
frame, causing it to sag, flap, and fold in triple and quadruple
layers, all over. This occurs most prominently at the neck,
uppper arms, legs and belly, but the skin sags everywhere. Bo-
nuses: Natural A.R. of 8, +5D6 S.D. C., + 1 to Horror Factor,
+25% to the Concealment skill, as he can easily hide small ob-
jects beneath the folds. Penalties: Reduce P.B. by 30%, Spd by
10%, -10% to all Physical skills, and -30% to disguise.
97-00% Cone head. The character's head is elongated and
conical rather like the aliens in the movie of the same name, or
straight up as if the forehead was 4x higher than usual. Bo-
nuses: + 1 to I.Q., + 1D4 to M.E., +2D6 to S.D. C., and+ 1 to Per-
ception Rolls. Penatleis: -1 to P.B., -10% on balance, -10% to
Acrobatics, Climb, Gymnastics, and -30% to disguise.

Angelic Table
Characters with this Morphus often believe they were chosen 11-20% Angelic Wings: The 'Bane has a beautiful pair of
by the deity they worship or some other benevolent supernatural 6-10 foot (1.8-3 m) feathered wings sprouting from his or her
power for a purpose, such as to fight evil, protect the innocent, back. The feathers can be any color, solid or a mixture of 2-3
drive away the Nightlords, to serve as an example for others, colors, and even metallic colors (exact colors are left up to the
and so on. Such 'Bane usually have great faith and a strong player), and each wing has 1D6xl0+50 S.D.C., regenerate at the
sense of goodness, right and wrong. Most are of good alignment same rate as the Nightbane (will grow back in one day if de-
and try to fulfill their purpose.
stroyed), can hover, glide (silent) and provide a flight speed of
The physical appearance varies depending on the cultural 1D4x10+26 (25-45 mph/40-72 km). Bonuses: +4D6 to S.D.C.,
and/or religious background of the Nightbane, and all don't look + 1 to P.P., + 1D4 to P.B., + 1 to strike and parry, +2 to dodge and
human. Regardless of their appearance, many Nightbane do not pull punch while in flight, and +3 to Awe/Horror Factor. Pen-
get along well with an Angelic 'Bane, as they see them as arro- alty: -20% to Prowl on foot, cannot use disguise or perform un-
gant or as a mockery of their own beliefs. On the other hand,
73
dercover work in angel form (unless it is as another angel), and S.D.C. to the Nightbane, +1 to strike and disarm, +3 to parry
requires custom clothing to accommodate the wings. and pull punch with the shield (in addition to any applicable at-
21-30% Melodious Voice: Talented singers are sometimes tribute or skill bonuses). The shield has 100 S.D.C., is only
said to have a "voice like an angel," but this 'Bane puts them to damaged by attacks that specifically target it, and regenerates at
shame. Whenever the character speaks, those around him listen. the same rate as the Nightbane. Should the shield be destroyed,
His voice also has a calming effect on even the most angry or it vanishes and does not return for 24 hours. Penalties: The
beleaguered souls, and to hear him sing is to be left speechless weapon is difficult to conceal or hide and is definitely conspicu-
(also all who hear the singing are so distracted by it that Percep- ous in hand.
tion Rolls are -10, -2 on initiative and -15% on skill perfor- 52-60% Heroic Proportions: In his Morphus, the Nightbane
mance. Bonuses: + 1D4 to M.A., + 1 to Awe/Horror Factor, and is tall, has broad shoulders, a square jaw, handsome face (differ-
+20% to any skill that involves speaking, performance or sing- ent than his human Facade), and is heavily muscled. Bonuses:
ing. Penalty: Vulnerable to sonic attacks (they inflict 50% Increase height by one foot (0.3 m) and weight by 50%. +6D6 to
greater damage and penalties are double). S.D.C., +4 to P.S., +1 to P.E., +1D4 to P.B. Penalty: Reduce
31-37% Living Armor: The Morphus appears as a suit of Horror Factor -1D4.
impressive, polished armor. The armor may be highly ornate 61-70% Halo of Power: The Nightbane radiates with a glow
with etched graphics or designs, spikes or spines, to simplistic around his head and shoulders or has a circular halo hovering
or without decoration at all. A helmet is optional and can be re- above his head. In the latter case, this may be a golden glowing
moved, but the rest of the armor cannot; it is part of the light, or it may be a physical gold ring or full gold disk that
Nightbane. Bonuses: Regardless of its appearance, +4D6xl0 gleams in the light, radiating like a miniature sun symbol. What-
S.D.C., a Natural A.R. of 14, +1 to P.S., and +1D4 to Awe/Hor- ever its appearance, the halo will attract a lot of attention. Bo-
ror Factor. Penalties: -10% on all skills involving flexibility of nuses: + 1 to P.B., + 1D4 to M.A., +4D6 S.D.C., resitant to fire
movement (Acrobatics, Climbing, Prowl, Swimming, etc.), dou- and cold (takes half damage), + 1 attack per melee round, + 2 on
ble the character's weight, -30% to Disguise skill, and cannot be initiative and pull punch, and +2 to Awe/Horror Factor. Pen-
easily concealed without something bulky like a cloak, poncho, alty: Diguise is impossible, and the character is likely to be
or oversized overcoat or trench coat, which might be nearly as among the first to be targeted by evil.
conspicuous. 71-80% Mystical Protection: The Nightbane radiates with a
38-44% Living Holy Weapon: In his Morphus the 'Bane thin white or light blue aura that is, in effect, a field of mystical
possesses a gleaming weapon of exquisite craftsmanship. The protection. The character also has a small or large mystic sym-
type of weapon and its decoration vary with the tastes of the bol on his forehead or neck, and on his chest or the backs of his
'Bane, but is always an ancient weapon (01-25% short sword, hands. It appears to be a tattoo or branded and the symbol glows
26-50% large sword, 51-70% battle axe, 71-85% mace or other during combat or times of apparent danger. Bonuses: The
blunt weapon, 86-00% pole arm, scythe, pitchfork or other large Nightbane's Natural A.R. is increased by 1D4 points (A.R. 19
weapon). The Nightbane also has a scabbard, sling or case for maximum), the field provides 1D6xl0+30 S.D.C. in addition to
the weapon so that he doesn't need to hold it in his hands all the the character's own, +2 to save vs magic and illusions, +4 to
time. This weapon may be lent to others, dropped, or stolen, but save vs possession, and + 1 to all other saving throws. Penalty:
it will disappear when the 'Bane switches back to Facade form Offers no protection against weapons made of silver and dam-
and reappear with him when he assumes his Morphus the next age goes right to the character's own S.D.C. then Hit Points.
time. The weapon is a living part of the character. Bonuses: +2 81-90% Noble Bearing: This 'Bane moves with the confi-
to Awe/Horror Factor, the weapon does 4D6 damage regardless dence, sense of importance and grace of royalty; fluid and delib-
of type, + 14 damage to Nightlords, their minions, demons, erate, with shoulders square and head held high. Bonuses: +4D6
undead, and other supernatural creatures; half damage to crea- to S.D.C., +1D4 to M.A., +1 to M.E., +1 to P.P., +1 to P.B., +1
tures of magic, and +1 on initiative, +2 to strike, +3 to parry, to Awe/Horror Factor, +5% to Dance and all Physical skills (as
disarm and pull punch with the Holy Weapon (plus any applica- applicable). Penalties: Reduce Spd by 10% and -10% on Dis-
ble attribute or skill bonuses). Penalties: Prefers to use this guise and Undercover skills.
weapon above all others and feels naked without it, and the 91-00% Icon of the Faith: The Morphus appears with a
weapon is likely difficult to conceal or hide. The Holy Weapon large iconic symbol of the closest faith (a Crucifix, Star of Da-
has 40 S.D.C. + 10 per level of experience, but the 'Bane feels vid, wreath, etc.). This is typically worn around the neck on a
any attacks leveled against the weapon, and he takes damage or chain, but may also appear on, or in addition to, a headdress,
feels the effect after the weapon's S.D. C. is reduced to one point helmet, armor, tunic, cape, etc. and/or carried as a staff, scepter,
or less, as it is a living part of him; damage is inflicted to the statuette, handheld holy symbol, or fetish. In the case of the
weapon only when it its specifically targeted. When the S.D.C. Nightbane, the symbol might even be fused to the body (typi-
of the Holy Sword and his own S.D.C. are both reduced to zero, cally head, neck or chest). This icon may be lent to others,
the weapon vanishes and cannot be made to reappear until the dropped, or stolen, but it will disappear when the Nightbane
character recovers all of his own S.D.C. Most outsiders do not switches back to Facade form and reappear with him when he
know about this vulnerability. assumes his Morphus the next time. The icon is a living part of
45-51% Living Holy Shield: A shield appears strapped on the character. Bonuses: +4D6 S.D.C., +2 to M.E., +1 to M.A.,
one arm (or suitable appendage) or slung on the back of the and a +2 bonus to all saving throws, and impervious to posses-
Nightbane when in Morphus form. The sheild's appearance may sion, the vampire's bite and mind control of the vampire. The
vary from ornate to plain. Bonuses: +1 to M.A. and P.P., +5D6 icon is also capable of repelling and holding the undead, ani-
74
mated dead, were-beasts and other creatures susceptible to holy
symbols at bay.

Aquatic Animal Form Tables


Random Determination of Morphus. To make a random
determination of the Nightbane's aquatic characteristics, first
roll on this table, then roll on the table it sends you to (Dolphin,
Fish, Shark, etc.). If the Game Master allows it, players may
choose a selection from the following Aquatic Animal tables
rather than make a random roll.
01-19% Cetacean: Roll on the Dolphin/Whale Table.
20-38% Crustacean: Roll on the Crustacean Table.
39-57% Fish: Roll on the Fish Table.
58-76% Octopoid: Roll on the Octopus/Squid Table.
77-95% Shark: Roll on the Shark Table.
96-98% Combination of Two: Roll twice on this table (ig-
nore and re-roll any result of 96% or higher), and combine the
aspects from the two animals, but simply choose the one set of
bonuses that applies to the character, or rolllD6 with 1-3 mean-
ing the first animal and 4-6 meaning the second.
99-00% Combination of Three: Roll three times on this ta-
ble (ignore and re-roll any result of 96% or higher), and com-
bine the elements from the three animals. Choose and combine
two sets of the animal's bonuses and ignore the third com-
pletely.

Aquatic: Crustacean Table difficult to hide, transportation may be a problem (e.g. can fit in-
The character has an affinity for crustaceans and this is re- side a vehicle, but takes up two spaces), double weight, and
flected in his Morphus. Note: All Crustacean Nightbane can skills requiring manual dexterity and fingers are often impossi-
Swim at 85% and can breathe underwater, indefinitely, as well ble (-50%). All were-beasts are vulnerable to silver (it does dou-
as air. ble damage).
01-20% Giant Crustacean: The Nightbane is a giant, talk- 41-60% Humanoid Crustacean: The body is completely
ing crab, lobster, crayfish, or similar creature with an armored, humanoid, though it is still covered in a light exoskeleton, the
humanoid head. The overall body looks completely like the ani- face is roughly human-like, with normal eyes, there is an im-
mal, right down to the body shape, ridges, spines, multiple legs, pression of a nose, and a small mouth, but the Nightbane would
pincer claws, and eye stalks. Typically 6-8 feet (1.8 to 2.4 m) not pass for a human under close inspection, only from a dis-
long and has no human hands - arms and hands are the two pin- tance or in shadows. Bonuses: +2D4x10+8 S.D.C., Natural
cer-limbs. Bonuses: +4D6xl0 S.D.C., Natural A.R. 15, +1D4+4 A.R. 11, +2 to P.S., and claw attack adds +2D6 to Supernatural
to P.S., +1D4 to P.E., +1D6 to Spd, +3D6 to swimming speed, P.S. punch damage, + 1 to Horror Factor. Depth tolerance: One
+ 1 to strike, + 3 to parry, + 3 to Horror Factor, and claws inflict mile (1.6 km). Penalties: Impossible to disguise, difficult to
4D6 damage in addition to Supernatural P.S. punch damage. hide, clothing must be custom made, and -5% to skill perfor-
Depth tolerance: Three miles (4.8 km). Penalties: Triple weight, mance.
impossible to disguise, difficult to hide, transportation may be a 61-70% Lobster Claws: One or both hands (player's choice)
problem (e.g. cannot fit inside a vehicle, but can cling to the have been replaced with large lobster claws. The claws are lim-
roof), and skills requiring manual dexterity and fingers are often ited in their usage, as skills requiring manual dexterity are often
impossible (-70% to skill performance). impossible (-50% to skill performance), but the arms are ar-
21-40% Were-Crustacean: The Morphus is a humanoid mored and very strong, the claw can be used as a weapon, and
shape with an armor-plated humanoid head and body, a pair of both arms can be used to parry other weapons without injury.
large humaniod arms, but both hands are claws, and otherwise Bonuses: +3D6 S.D.C., +1D4 to P.S., +1 to P.P., +2 to parry,
resembles a crustacean with four legs, a tail, antennae and eye + 1 to disarm, claw attack adds+ 1D6 to Supernatural P.S. punch
stalks. The face resembles both a humanoid and a crustacean. damage, and depth tolerance is 2,000 feet (610 m). Penalties:
Bonuses: +2D6x10+20 S.D.C., Natural A.R. 13, +1D4+1 to Impossible to disguise, clothing must be custom made, -50% to
P.S., +2 to P.E., +1 to P.P., +1D6 to Spd, +2D6 to swimming skill performance with claw hand.
speed, and + 1 to strike and parry, +2 to Horror Factor. Claws 71-80% Crustacean Shell: The Morphus is completely hu-
add 2D6 Damage to Supernatural P.S. punch damage. Depth tol- man looking, except for the exoskeleton that covers the body.
erance: Two miles (3.2 km). Penalties: Impossible to disguise, Some are segmented shells like a lobster's, others are a sin-

75
gle-piece shell like that of a horseshoe crab. Bonuses: +3D6x10 01-20% Full Cetacean: The Nightbane is fully dolphin or
S.D. C., Natural A.R. of 14, +2 to Horror Factor, and depth toler- whale-shaped. The body is long and tube-shaped with wet, rub-
ance one mile (1.6 km). Penalties: Impossible to disguise, bery skin and little hair. The arms are replaced with simple flip-
clothing must be custom made, -15% to Prowl, Acrobatics and pers (incapable of manipulating any objects) and the legs
Gymnastics. become a tail. Exact size, shape, and coloration depend on the
81-00% Lobster Centauroid: The upper torso is completely species. Dolphins are typically 5-7 feet (about 1.5 to 2.1 m)
human, but the lower body has been replaced by that of a crusta- long, while the whale Morphus can range from 9-20 feet (2.7 to
cean, complete with six legs and tail for quick, watery escapes. 6.1 m) long; about the size of a killer whale. Bonuses: Dol-
The Nightbane can still walk on land easily, but makes a clatter- phins: +1D6xl0+6 S.D.C., +1D4 to I.Q., +1D4 to M.A., +4 to
ing sound (-30% to Prowl). Bonuses: +2D6xl0 S.D.C., lower P.S. and P.P., +3D6 to Spd, and +2 to Perception Rolls. A
body has a Natural A.R. of 13, +2D6+6 to swimming speed, and head-butt or tail strike does Supernatural P.S. punch damage
+2 to Horror Factor. Depth tolerance: 2,000 feet (610 m). Pen- + 1D8 S.D.C., while a bite does 1D4 Damage regardless of
alties: Impossible to disguise, difficult to hide, transportation strength. Depth tolerance: Two miles (3.2 km). Whales:
may be a problem (e.g. can fit inside a vehicle, but takes up all +2D6xl0+12 S.D.C. +1D4 to I.Q., +1 to M.A., +8 to P.S., +1D4
the space in the back seat and is cramped), triple weight, and to P.E., + 1 to P.P., +2D6 to Spd, and +2 to Perception Rolls.
skills such as Climbing, Acrobatics, Gymnastics, and Prowl are Triple the character's weight and add 20 pounds (9 kg) and 2D6
-50% to perform. S.D.C. for every two feet (0.6 meters) larger than 8 feet (2.4 me-
ters). A head-butt or tail strike inflicts 2D8 damage in addition
to Supernatural P.S. punch damage, while a bite does 2D4 dam-
age regardless of strength. Depth tolerance: Two miles (3 .2 km).
Penalties (Dolphins & Whales): Helpless on land (attacks per
melee round, P.S., P.P., and Spd are all reduced to two), unless
they possess another means of locomotion (wings, legs, jets,
etc.). In a pinch, these characters can manipulate objects with
their mouths (-50% to delicate skills, -5 to strike or parry with
melee weapons, cannot use modern weapons), and cannot be
disguised. Transportation on land may also represent a problem
for these large, heavy characters.
21-40% Were-Cetacean: Essentially a dolphin 6-7 feet tall
(1.8-2.1 m) long/tall, or whale 9-12 feet (2.7 to 3.6 m) long/tall
that has two short, thick arms and two short thick legs with
webbed fingers and toes, no neck and a stubby tail. The head is
fully animal, though it may be oriented to face forward when
walking upright. Bonuses: Were-Dolphin: +1D6x10+8 S.D.C.,
+2 to I.Q., +1 to M.A., +2 to P.S. and P.E., +2D6 to Spd, +1 at-
tack per melee round, + 1 to Perception Rolls, and + 1 to Horror
Factor. Bite does 1D6 damage and a tail strike does Supernatu-
ral P.S. punch damage +4. Depth tolerance: One mile (1.6 km).
Were-Whale: +2D6x10+16 S.D.C . +1 to I.Q., +2 to M.A.,
+1D4+2 to P.S. and P.E., +1D6 to Spd, +1 attack per melee
round, +4 to damage, + 1 to Perception Rolls, and + 1D4+ 1 to
Horror Factor. Bite does 2D6 damage and a tail strike does Su-
pernatural P.S. punch damage +8. Depth tolerance: Two miles
(3.2 km). Penalties: Double the weight for dolphins, quadruple
weight of whales, speed on land is half, weight and size may be
a problem on land and for transportation, -10% to skills requir-
ing a delicate touch (Palming, Lock Picking, etc.). All
were-beasts are vulnerable to silver (it does double damage).
Aquatic: Dolphin/Whale Table 41-60% Humanoid Dolphin or Whale: The Morphus is hu-
Cetaceans, also known as dolphins and whales, are intelligent manoid in shape with a pair of legs with large feet with webbed
and playful creatures, and seem to possess almost human-like toes, arms and hands with webbed fingers (-5% to delicate
personalities. All these creatures are mammals and must breathe skills), and the head looks more like the animal than a human,
air. All Nightbane with these features can hold their breath for though it is a pug-version. There is still a triangular dorsal fin on
1D6+6 minutes and have an echolocation power similar to ra- the back, and the coloration is that of the animal. Size is six feet
dar. In other words, they can pinpoint objects in the dark or (1.8 m) for a dolphin, and 8 feet (2.4 m) for a whale. The skin is
when blinded, and are able to operate perfectly under such con- thick, smooth and rubbery. Bonuses: Dolphin: +1D4x10+4 to
ditions. Unless otherwise mentioned, they also have a natural S.D.C., +1 to I.Q. and M.A., +2 to P.S. and P.P., +1D6 to Spd,
Swimming skill of 90%, swimming speed is running Spd plus + 1 to Horror Factor, +2 on Perception Rolls, + 1 on initiative,
50% (e.g. a character whose Spd on land is 24 can swim at a and +2 to dodge. A head-butt does Supernatural Punch damage
speed of 36), but land Spd may be slower or nonexistent.
76
+2 damage. Depth tolerance: One mile (1.6 km). Whale: (4.8 km). Penalties: Double weight. Helpless on land (attacks
+1D6x10+6 to S.D.C., +1 to I.Q. and M.A., +1D4 to P.S., +1 to per melee round, P.P., and Spd are all reduced to two), unless he
P.P., + 1D6 to Spd, +2 to Horror Factor,+ 1 on Perception Rolls, possesses another means of locomotion (wings, legs, jets, etc.);
+ 1 to strike. A head-butt does Supernatural Punch damage +4. cannot manipulate objects even with his mouths and cannot be
Depth tolerance: One mile (1.6 km). Penalties: Double the disguised. Transportation on land may also represent a problem
weight for dolphins, triple weight for whales, speed on land is for this cold, slippery, large, heavy character.
reduced by 20%, weight and size may be a problem on land and
for transportation, -5% to skills requiring a delicate touch
(Palming, Lock Picking, etc.).
61-80% Finned Humanoid: The Morphus is relatively hu-
man, though the skin has a rubbery feel and is a pale grey with a
white underbelly, and there is a triangular fin growing from each
forearm, each lower leg, and a dorsal fin in the middle of the
back. The fingers and toes are webbed as well (-5% to delicate
skills), hair is black, blue, blue-gray, or white and the character
has no visible ears. Bonuses (same for Dolphin or Whale):
+4D6+4 S.D.C. +1 to P.S. and P.P., +2D6+3 to swimming Spd,
and + 1 to Horror Factor. Depth tolerance: One mile. Penalties:
Impossible to disguise as human, custom made clothing is nec-
essary, increase weight by 30%, and -5% to perform delicate
skills.
81-90% Aquatic Humanoid: The Morphus appears almost
entirely human, except the skin is firm, a tanned tone, ears are
small, fingers and toes are slightly webbed (-5% to delicate
skills), the hair is black, blue-black, silver/gray, or white, and
the eyes seem a bit more round than usual, but warm and invit-
ing; can easily pass for human. Bonuses: +3D6+3 S.D.C. +2 to
P.P., + 1 to P.B., +2D4 Spd, and + 1 on Perception Rolls. Depth
tolerance: 4,500 feet (1371.6 m).
91-00% Mermaid/Merman: From the waist up, this
Morphus appears to be an attractive human, often with long, lus-
trous hair of any color (blonde, red, green and black are most
common), but from the waist down is a long, dolphin-like tail.
The tail is slightly longer than the rest of the body, giving the
average "mermaid" a length of about 7-9 feet (2.1 to 2.7 m).
Speed on land is limited to crawling on the hands or slithering,
but in the water the character is fast and nimble. The lower 26-50% Fish Man: A humanoid· Morphus, with a pair of
aquatic torso can be concealed with a blanket and the character arms and hands, legs and feet, but the head is that of a fish com-
made mobile with use of a wheelchair or via the Air Swim Tal- plete with gills and large round eyes, the body is covered with
ent or other means oflocomotion. Bonuses: +4D6+8 S.D.C., +2 large scales, and a large fin protrudes from the back. Color may
to P.S. and P.P., +1D4 to P.B., and +3D6 to Spd, +1 on initia- vary from dull browns, grays and black of most freshwater fish
tive, + 1 to strike and dodge underwater. Depth tolerance: One or the brilliant colors (yellows, blues, reds, etc.) and patterns of
mile (1.6 km). tropical saltwater fish. Bonuses: +6D6+4 S.D.C., Natural A.R.
of 8, +2 to P.S., +2D6 to Spd, resitant to cold (half damage),
Aquatic: Fish Table Nightvision 1,000 feet (305m), and +2 to Horror Factor. Depth
tolerance: Two miles (3.2 km). Penalties: Double the weight,
Nightbane with a Fish Morphus have an affinity for fish or speed on land is half, weight and size may be a problem on land
fishing and probably spent a large portion of their time in and and for transportation, -10% to skills requiring a delicate touch
around water before their Becoming. All Nightbane with Fish (Palming, Lock Picking, etc.).
Morphus have the Swimming skill at 98%, can breathe underwa-
51-60% Bioluminescence: The Morphus looks entirely hu-
ter indefinitely, as well as breathe air (though labored). Depth
man, at least at first glance. Closer inspection shows tiny, fine
tolerance is 1000 feet (305 m) unless stated otherwise.
scales for skin and the skin has a translucent quality showing
01-25% Full Fish Form: The Morphus is a large fish of any veins through it. This character has the ability to glow like some
species, 6-9 feet (1.8 to 2.7 m) long, has full fish features, and deep sea fish. In half of the cases (01-50%) this ability is uncon-
flops around like a fish on dry land, as he does not have any trollable and the character glows the entire time in Morphus
hands, arms, legs or feet. Bonuses: + 1D6x10 to S.D.C., Natural form. Other characters (51-00%) can control the light they radi-
A.R. of 8, + 1D4 to P.S., +1 to P.E., +5D6 to Spd, resitant to ate, turning it on and off as desired, and controlling the intensity
cold (half damage), Nightvision 2,000 feet (610 m), + 1 to from a soft glow to a mild bright light. The glow can be any
dodge, and + 1 to Horror Factor. Depth tolerance: Three miles color and radiates from the hands, arms, neck and chest, or in

77
some cases from small globes that hang from 1D4 short stalks 01-20% Giant Octopus/Squid: The Nightbane is a giant oc-
above the Nightbane's head. The glow has a radius of 20 feet topus or squid with eight tentacles, a hooked beak like that of a
(6.1 m) and makes prowling impossible unless concealed or parrot, and a large, pliable body. The 'Bane can function on
controlled. Bonus: +2D6 S.D.C., +1 to M.A., Nightvision 1,000 land, albeit at reduced speed and agility, but still possesses great
feet (305 m), and + 1 to Horror Factor. Penalties: Disguise, power. The body is roughly three feet (0.9 m) in diameter and
prowling and hiding in the dark are impossible if the lumines- the eight tentacles are 10-12 feet (3 to 3.6 m) in length. Bo-
cence cannot be controled. nuses: +2D4x10+10 S.D.C., +1D6+4 to P.S., +1 to P.E., +3 to
61-70% Scaly Skin: Though otherwise human looking, the P.P., +2D6 Spd, +1D4 to Horror Factor, +2 attacks per melee,
Morphus is covered in fish scales. Color may vary from dull +2 to strike, +4 to parry and entangle, bite inflicts 3D6 damage,
browns, grays and black of most freshwater fish or the brilliant and each squeeze from a crush/squeeze attack inflicts Supernat-
colors (yellows, blues, reds, etc.) and patterns of tropical saltwa- ural punch damage, +20% to Prowl, +30% to Climb and can
ter fish. The character may have hair on his head (01-50%) or is scale smooth surfaces and climb vertical walls! Depth tolerance:
bald (51-00%), has small ears, but is otherwise human in ap- Three miles (4.8 km). Has the power to change color to match
pearance. Bonuses: +4D6 S.D.C., Natural A.R. to 8, resitant to its environment, including mottled gray or black and gray in the
cold (half damage), + 1 to Horror Factor and + 1 to escape from dark or dimly lit environments. Color change counts as one me-
wrestling holds and entanglement attacks. Depth Tolerance is lee attack/action. Penalties: Increase weight 50%, these charac-
3000 feet (914 m). Penalties: -1 to P.B., impossible to disguise ters can manipulate objects and use melee weapons with their
as human, custom made clothing may be necessary, increase tentacles, but the bonus to strike is half. Cannot be disguised or
weight by 20% and reduce Spd by 10%. easily concealed. Transportation on land may also represent a
71-80% Puffer Fish Skin: The Morphus has loose skin cov- problem. On land reduce P.P. and Spd by half, number of at-
ered with small spines. When not in use, the spines lay harm- tacks are unchanged, and fire does double damage.
lessly against the skin. However, the Nightbane can cause the
skin of his torso, arms, hands, neck and head to expand like a
puffer fish, increasing its size three times (maximum of 10
feet/3 m), the body is covered in spines that stab and cut any-
body who tries to touch or move them. Bonuses: +4D6+4
S.D.C., spiny punch does normal punch damage +6, puffer de-
fense does 3D6 damage per each action in which someone at-
tacks, touches or tries to move the character, resistant to cold
(half damage), +2 to Horror Factor only when skin is inflated.
Penalties: Difficult to disguise as human even when the spines
are down and normal size (-30%). Needs to remove clothing
from upper torso, increase weight by 20% and reduce Spd by
10%.
81-90% Gills: The Morphus looks almost entirely human
except for the large pair of gills located under the jaw line. They
make the otherwise human face appear slightly monstrous. Bo-
nuses: Can breathe underwater indefinitely, resistant to cold
(half damage), Nightvision 100 feet (30.5 m), and + 1 to P .E.
Depth tolerance: Two miles (3.2 km). Penalties: Gills are easy
to conceal with a scarf or high collar, -5% to Disguise skill, -1 to
P.B., and reduce Spd by 10%.
91-00% Piranha Jaws (and Nature): This Morphus has a
wide, oversized mouth, no lips and a mouth full of narrow, jag-
ged teeth (twice as many teeth as a normal human). Enjoys the
taste of blood and raw meat. Bonuses: + 1D4 to P.E., bite at-
tacks inflict 3D6 damage, + 1 attack per melee, + 1 on Percetion
Rolls,+ 1 to strike, +2 to pull punch or bite, and+ 1D4 to Horror
Factor. Penalties: -1 to M.A., M.E. and P.B., -5% to Disguise
skill, tends to be a bit jumpy, and reduce Spd by 10%.

Aquatic: Octopus/Squid Table 21-40% Were-Octopus/Squid: 01-75% A humanoid body


with a pair of arms, hands, legs and feet, but the the head is that
This character is fascinated by marine biology, octopi, squid of an octopus, complete with 1D4+4 tentacle 1D4+4 feet (1.5 to
or tentacles as is reflected in his Morphus. All Nightbane with 2.4 m) long that protrude from the neck/head region. A beak is
Octopus/Squid Morphus have the Swimming skill at 85% and in the place of the normal mouth and the entire appearance is
can breathe underwater indefinitely as well as breathe air, and quite disturbing. 76-00% is the same as above except the arms
are resistant to cold (does half damage). Depth tolerance is 1000 and hands are replaced by a pair of large, thick tentacles 12 feet
feet (305m) unless stated otherwise. (3.6 m) long (can use melee weapons and operate most equip-

78
ment, but -15% on skills requiring hands). Bonuses: +1D6x10
S.D.C., +1D6 to P.S., +2 to P.P., +2D4 to Speed, +1D4 to Hor-
ror Factor, +1 attack per melee, +2 to strike, +3 to parry and en-
tangle, bite inflicts 2D4 damage, and each squeeze from a
crush/squeeze attack inflicts Supernatural punch damage. Depth
tolerance: Three miles (4.8 km). Has the power to change color
to match its environment, including mottled gray or black and
gray in the dark or dimly lit environments. Color change counts
as one melee attack/actions, and adds a bonus of +20% to Prowl
or hide; also +20% to Climb. Penalties: Increase weight 30%,
these characters can manipulate objects and use melee weapons
with their tentacles, but the bonus to strike is half. Impossible to
disguise or conceal, and custom clothing may be required. On
land reduce Spd by half and fire does double damage.
41-60% Humanoid Octopus/Squid: The body is that of a
human with normal legs, feet, arms, and hands. The head is hu-
man like, though the mouth is small and beak-like (has an
overbite), hair on the head is thin or bald, no body hair, and the
skin under the neck is saggy. However, there is one tentacle lo-
cated under each of the normal arms. The tentacles are six feet
long (1.8 m) and have twice the P.S. attribute of the Nightbane.
Bonuses: +5D6 S.D.C., +1D4 to P.S., +1 to P.E. and P.P., +1D6
to Spd, +2 to Horror Factor, + 1 attack per melee, + 1 to strike,
+2 to parry and entangle, bite attack does 1D6 damage, and each
squeeze from a crush/squeeze attack inflicts Supernatural punch
damage. Depth tolerance: Two miles (3.2 km). Penalties: In-
crease weight 20%, these characters can manipulate objects and
use melee weapons with their tentacles, but the bonus to strike is
half. Impossible to disguise or conceal, and custom clothing is
required. On land reduce Spd by half and fire does 50% more Aquatic: Shark Table
damage.
Feared by mariners since ancient times, the shark has been
61-80% Octopus/Squid Head: The body is completely hu-
referred to as a perfect hunting and eating machine. These pred-
man, but the head appears as a full grown octopus or squid, with
ators are truly a fearsome sight whether they are silently gliding
eight tentacles (each tentacle is1D4+2 feet/0.9 to 1.8 m long)
through the water or violently devouring their prey. They repre-
and a central beak. Bonuses: +3D6 S.D.C., + 1D4 to Horror Fac-
sent ferocity and power. No wonder the character was fascinated
tor, +2 on Perception Rolls, + 1 on initiative, + 1 to parry, +2 to
by them, or may have defined himself as a shark in business or
entangle, bite inflicts 2D4 damage, and each squeeze from a
competition (hence the terms "card-shark" and "pool-shark").
crush/squeeze attack inflicts half the Supernatural P.S. punch
Nightbane with a Shark Morphus tend to be aggressive and
damage. Depth Tolerance: 1,000 feet (305 m). Penalties: In-
quick to fight, have the Swimming skill at 96%, and can breathe
crease weight 20%, these characters can use their tentacles to
underwater indefinitely, as well as breathe air. Depth tolerance
manipulate objects and use melee weapons, but the bonus to
is 3,000 feet (914 m) unless stated otherwise.
strike is half. Impossible to disguise or conceal, and custom
clothing is required. On land reduce Spd by 25% and fire does 01-20% Full Shark Form: The Morphus is that of a large
50% more damage. shark of any species (player's choice), 8-12 feet (2.4 to 3.6 m)
long, has full shark features, and thrashes around on dry land, as
81-00% Octopus/Squid Centauroid: The head and upper
he does not have any hands, arms, legs or feet. Bonuses: Double
torso is completely human, including a pair of arms and hands,
Spd attribute for swimming speed, +2D6x10 S.D.C., +1D6 to
but the legs have been replaced by eight, 12 foot (3.6 m) long
P.S. and P.E., +3 to P.P., +2D6 to Spd, +2 to strike with a bite
tentacles. The Nightbane can crawl and climb at half his Spd at-
attack, + 3 to Perception Rolls, 2D6 damage with a head-butt or
tribute number, as well as use and manipulate objects and wield
tail strike, bite does 4D6 damage regardless of P.S., resistant to
melee weapons with the tentacles, but the bonus to strike is half.
cold (half damage), Nightvision 2,000 feet (610 m), +2 to Hor-
The tentacles can be used as rudimentary hands and can even
ror Factor, and can detect the presence of blood in water up to
operate computers and other machinery. Bonuses: +5D6 S.D.C.,
two miles (3.2 m) away underwater, half that on dry land. Depth
+8 to the P.S. of the tentacles only, +2 to P.P., +2D6 to Spd,
tolerance: Three miles (4.8 km). Penalties: Triple weight. Help-
+ 1D4 to Horror Factor, +20% to Prowl, +30% to climb and can
less on land (attacks per melee round, P.P., and Spd are all re-
scale smooth surfaces and climb vertical walls! Depth Toler-
duced to two) unless he possesses another means of locomotion
ance: 3,000 feet (914 m). Penalties: Increase weight 40%. Can-
(wings, legs, jets, etc.); cannot manipulate objects even with
not ~e disguised or easily concealed, custom clothing may be
reqmred. On land reduce Spd by half, and fire does double dam- their mouth, and cannot be disguised. Transportation on land
age.

79
may also represent a problem for these cold, slippery, large,
heavy characters.
21-40% Were-Shark: Essentially a shark 7-8 feet (2.1 to 2.4 .
m) long/tall that has two short, thick arms and two short, thick
legs with webbed fingers and toes, no neck and a short tail. The
head is completely that of a shark (player picks species), al-
though it may be oriented to face forward when walking upright.
Bonuses: +1D6xl0+6 S.D.C., +1D6 to P.S., +1D4 to P.P. and
P.E., +2D6 to Spd, + 1 attack per melee round, + 1 to initiative,
+ 1 to strike, +2 to strike with bite attack, and + 1D4 to Horror
Factor. Bite does 3D6 damage, a tail strike does Supernatural
P.S. punch damage +4, impervious to cold (no damage),
Nightvision 2,000 feet (610 m), and can detect the presence of
blood up to one mile (1.6 km) away underwater, half that on dry
land. Depth tolerance: Two miles (3.2 km). Penalties: -1D4 to
M.A. and P.B., triple weight, speed on land is half, weight and
size may be a problem on land and for transportation, cannot be
disguised or easily concealed, -10% to skills requiring a delicate
touch (Palming, Lock Picking, etc.), and all were-beasts are vul-
nerable to silver (it does double damage).
41-60% Humanoid Shark: The Morphus is humanoid in
shape with a pair of legs with large feet and webbed toes, arms
and hands with webbed fingers (-5% to delicate skills), and the
head looks more like the animal than a human, though it is a pug
version. There is still a triangular dorsal fin on the back, and the
coloration is that of the animal. Size is seven feet (2.1 m). The
skin is thick, smooth and rubbery. Bonuses: +1D6x10 S.D.C.,
+1 to I.Q., +1D4 to P.S., +1 to P.P., +1D6 to Spd, +1D4 to Hor-
ror Factor, + 1 on initiative, + 1 to strike, bite does 2D6 damage,
a tail strike does Supernatural P.S. punch damage +4, resistant
to cold (half damage), Nightvision 2,000 feet (610 m), and can
detect the presence of blood up to 3500 feet (1067 m) away un- Artificial Appearance Table
derwater, half that on dry land. Depth tolerance: One mile (1.6 These Nightbane appear, in various ways, to be artificial or
km). Penalties: -1D4 to M.A. and P.B., double the weight, man-made. This might be the result of an appreciation for art-
speed on land is reduced by 30%, cannot be disguised or easily work, particularly sculpture/statues, puppets or art, or perhaps
concealed, and -5% to skills requiring a delicate touch (Palming, they always felt they were somehow fake, not genuine, junk like
Lock Picking, etc.). trash, broken (like glass), or somehow artificial. Colors vary
61-80% Shark Eyes & Senses: The Morphus looks nearly widely.
human except the nose is rather flat and pointed, and the eyes 01-10% Store Mannequin: The Nightbane appears to be a
are large, round, dark, nearly black and the teeth are a bit real, department store mannequin. One can see where the arms,
pointed. Bonuses: + 2 on Perception Rolls, + 1 on initiative, legs, and head attach, the hair is coarse and wiry, the facial fea-
Nightvision 2,000 feet (610 m), can detect/smell the presence of tures are painted on but can move, and the eyes are unblinking.
blood up to 6,000 feet (1828 m) away underwater, half that on The clothing, even if leather, is usually what the character con-
dry land, and +1 to Horror Factor. Penalties: -1D4 to M.A., -1 siders to be stylish or the latest fashion and will change over
to P.B., reduce speed on land by 10%. time. Perhaps this Nightbane loved shopping, worked in a de-
partment store or was just so concerned with outer appearance
81-00% Shark Head: The Morphus has a completely human that his Morphus reflects this. Or maybe he never felt real. Bo-
body, but the head of a shark! Bonuses: +4D6 to S.D.C., + 1 on nuses: +1D6xl0+12 S.D.C., +1 to P.B., +2 to damage, +1 to
initiative, Nightvision 2,000 feet (610 m), resistant to cold (half Horror Factor, impervious to cold, floats on water, + 10% to
damage), can detect/smell the presence of blood up to two miles Swim skill, +20% to Wardrobe and Grooming skill, +5% to Dis-
(3.2 km) away underwater, half that on dry land, +1 on initia- guise, +5% to Prowl and can stand motionless for any length of
tive, + 1 to strike, bite does 3D6 damage, +2 to strike with a bite time, as well as hide in a store among mannequins and be indis-
attack, and + 1D4 to Horror Factor. Penalties: -1D4 to M.A. and tinguishable from them. Resistant to cold, heat, poison and tox-
P.B., increase weight by 30%, speed on land is reduced by 20%, ins (half damage). Penalties: -1D4 to M.A., and fire does
and cannot be disguised or easily concealed. double damage.
11-20% Crash Test Dummy: The Morphus looks like a
scuffed and dirty crash test dummy with a few dents and a
slightly tom jumpsuit, as if it had been in a minor accident.

80
Maybe this character feels like a protector, or as if his birth or 51-60% Glass: This Nightbane's body is made from
his whole life was an accident. Bonuses: +6D6+ 11 S.D.C., + 1 (01-50%) impact resistant, cloudy, clear or colored glass (typi-
to P.P., +2 on Perception Rolls, +5 to roll with impact, + 1 to cally white, blue, green, amber, or red), or even stained glass, or
Horror Factor, impervious to cold, heat, poison and toxins. Pen- (51-00%) has a human body imbedded with shards of broken
alties: -1 to M.A., -1 to P.E., and fire does normal damage. glass and bottles. Bonuses: +5D6+2 S.D.C., + 1D6 to damage in
21-30% Scarecrow: Quite plainly, this Morphus looks like combat, +2 to Horror Factor, +20% to hide/Prowl underwater
the classic animated scarecrow - a straw stuffed shirt and pants (difficult to see). The character takes half damage from laser and
probably tied together with rope, gloves for hands, a sack for a light based attacks and does not register on heat sensors. Pen-
head, maybe a hat, and comes with a sickle sword (does 2D6 alties: -1D4 to M.A., -1 to P.P., cannot swim (sinks like a rock),
damage), machete (does 2D6 damage) or scythe (does 3D6 and -15% to Prowl due to light reflections.
damage). This weapon may be lent to others, dropped, or stolen, 61-70% Soft Clay: Appears to be made of soft, gray or tan
but it will disappear when the 'Bane switches back to Facade colored clay. Bonuses: +1D6xl0 S.D.C., +3 to roll with impact,
form and reappears with him when he assumes his Morphus the kinetic attacks (punches, kicks, falls, impact, bullets, etc.) do a
next time. The weapon is a living part of the character. Bo- quarter their normal damage, so do blades (cut, stab, impale).
nuses: +4D6 S.D. C., +2 to P.P., +2 to Horror Factor,+ 1 to roll Big explosions do only 25% damage but blow the character into
with impact, and if tom apart, knocked apart or blown to pieces, 1D6xl0 clay globs that take 1D6+4 minutes to reform. + 15%
the character reforms in 2D6 minutes at half S.D.C. and Hit (or a base skill of 40%) to Disguise skill as the Nightbane can
Points or the 'Bane can tum back into his Facade (if he does the shape his own features and even mold and shape his body; can
latter he can't use his Morphus for 1D6+ 1 hours thereafter), only impersonate those of similar size and weight, cannot im-
floats on water, and is impervious to cold, heat, poison and tox- personate specific individuals, and the color of the skin cannot
ins. Penalties: -2 to P.S. and P.E., and takes double damage be changed without makeup or face paint. Penalties: Fire, water
from fire (though he will not catch ablaze like a normal scare- and electricity attacks inflict double damage. Cold-based attacks
crow). Prefers to use his Scarecrow weapon above all others and and freezing temperature do half damage but reduce the number
feels vulnerable without it. The weapon is likely to be difficult of attacks and Spd by half. Being submerged in water or sprayed
to conceal or hide. It has 40 S.D.C. +5 per level of experience, with gallons of water melts the Nightbane into a mound of wet
but the weapon only takes damage when it is specifically tar- clay, effectively immobilizing him until dried out (takes 2D6
geted. When the S.D.C. of the weapon and the Nightbane's own hours!). Likewise, a blast from a garden hose does 1D4 damage
S.D.C. are both reduced to zero, the weapon vanishes and can- and a blast from a fire hose does 2D6 damage. Cannot swim
not be made to reappear until the character recovers all of his (sinks like a rock).
own S.D.C. 71-80% Wood Statue: Looks like a simple, rough hewn, hu-
31-40% Porcelain/Ceramic: This Nightbane appears to be a man shaped statue carved from bare wood or looks like a giant
giant porcelain doll or a ceramic doll or statue and can be quite marionette, but neither has any distinctive facial features. Bo-
beautiful. These Nightbane have a difficult time displaying emo- nuses: +6D6+6 S.D.C., +2 to P.S., +1 to P.E., +3 to damage in
tion since their skin is so stiff their faces don't move much. The combat, + 1 to Horror Factor and floats on water (+20% to Swim
skin is also tougher than normal ceramic or porcelain, but bul- skill). Penalties: -1 to P.P. -1 to strike, parry, and dodge, -4 to
lets and heavy impacts may cause chipping and a web of hair- Spd, double weight, fire does double damage, and -15% to
line fractures to appear; heals as the 'Bane heals. Bonuses: Prowl (clunks when he walks).
+1D6x10+6 S.D.C., +1D4 to P.B., and +3 to damage in hand to 81-90% Mirror Man: 01-33% A smooth, featureless hu-
hand combat, does not register on heat sensors, and resistant to manoid figure made of a mirror-like reflective material that
heat and cold (half damage). Penalties: -1D4 to M.A., cannot bends with body movement. 34-66% A human body covered in
swim (sinks like a rock), -10% to Climbing skill, and is difficult small mirrors, all the same shape and style; facial features ob-
to disguise (-10%). scured or the head is a box made of mirrors (can still talk).
41-50% Junk Golem: The character may always have con- 67-00% The body is covered in the cracked and shattered pieces
sidered junkyards and alleys as treasure troves, or full of adven- of broken mirrors. In bright light the 'Bane creates flashes of
ture, or he may have felt like he or his life was junk. At any rate, light that make looking at him difficult (opponents are -5 to
this Morphus is composed of junk. The following are most com- strike, parry, and dodge): This Morphus enables the character to
mon: 01-25% A human body imbedded with a hodgepodge of Mirror Walk at will! No one knows how this works, as any mir-
small pieces of junk such as bottles, cans, rusty nails, bricks, bits ror used is supposed to have a counterpart in the opposite world,
of wire, broken glass, etc. 26-50% A junk body made of old car but some see it as a sign that the barrier between Earth and the
parts such as tires, fenders, car batteries, shocks, spark plugs, Nightlands is continuing to thin. Whatever the case, these
etc. 51-75% A junk body made of nails, wire and wood from Nightbane are highly sought after specifically for this ability.
pallets and shipping crates. 76-00% A junk body made of paint Bonuses: +5D6+5 S.D.C., + 1 on Perception Rolls, +2 to Horror
cans, paint chips, paint brushes, bits of metal, plastic sheeting Factor, impervious to laser and light attacks, and takes half dam-
and tarps. Bonuses: +2D4xl0+10 to S.D.C., +1D4 to Horror age from energy attacks. Penalties: -2 to M.A., -2 to P.P., can-
Factor, +1D6 damage in hand to hand combat, and resistant to not swim (sinks like a rock), and -50% to Prowl in
heat, cold and poison (half damage). Penalties: Double daylight/bright light and -20% to Prowl in darkness due to light
(01-50%) or triple (51-00%) weight. -1D4 to P.B., -10% to per- reflections.
form any skills that require a delicate touch, cannot swim (un- 91-00% Stuffed Animal: Roll' on the Animal Form Table
less mostly wood), is impossible to disguise, and -30% to Prowl. (any) to determine the type of giant stuffed animal, or the player
81
can elect to go with the classic stuffed Teddy Bear. Fur coloring 01-10% Deep Sea Diving Suit Skin: The body is com-
may be realistic or not (purple, pink, polka dotted, etc.) and the pletely covered in an old-style deep sea diving suit complete
face may be simple or wildly exaggerated to look sweet or dan- with a large metal helmet with glass view ports, heavy,
gerous (has pointed teeth and fangs, horns, etc.). The animal lead-weighted boots, a severed air hose and tow line and
may be a humanoid caricature, a la the Teddy Bear, or a more breathes heavily (think Darth Vader). Bonuses: + 1D6x10
realistic stuffed rendition of the creature, but all are roughly hu- S.D.C., +2 to P.E., +2 to Perception Rolls,+ 1 to Horror Factor,
man size, can speak and walk on two legs. The animal abilities has an air supply of 4D6+60 minutes, and a depth tolerance of
remain roughly the same as those described in the Animal Form 3,000 feet (914 m). Penalties: Reduce speed on land and in the
table, however, S.D.C., Spd, and bonuses are half, and the ani- water by half, -1 to P.P., and -20% to Acrobatics, Climb, Gym-
mal is made of fabric and stuffing so weight is half that of the nastics, and similar skills, -30% to Prowl, and cannot be dis-
character's normal weight. Bonuses: +2D6 S.D.C., + 1D4 to guised.
M.A., +20% to Prowl, impervious to heat, cold, and poison, ki- 11-20% Flippers: The Nightbane has large, plastic swim-
netic attacks (from punches to bullets) do half damage, and ming flippers permanently attached to his feet. Walking on land
floats on water until it becomes waterlogged and sinks (takes is difficult, but manageable. Bonuses: + 1D6 S.D.C., +2 to P.E.,
4D6+20 minutes). Penalties: Reduce Spd by 20%, skills that re- and double Spd when swimming. Penalties: On land, reduce
quire a delicate touch or fingers are -15%, and fire does double Spd by half, and -20% to Acrobatics, Climb, Gymnastics,
damage. Prowl, and similar skills, and cannot be disguised.
21-30% Spear Gun Limb: One hand and forearm is either
replaced (01-50%) by a spear gun, or has one incorporated into
the forearm (51-00%). When the 'Bane assumes Morphus form,
the gun is loaded. However, it takes one melee action to reload
the gun after firing it, and additional ammunition must be car-
ried with the Nightbane. Bonuses: + 1D6 S.D.C., + 1 to Horror
Factor, spear gun damage is 2D6+2 per normal spear (can use
special rounds such as explosive-tipped, double damage, tran-
quilizer dart, 1D4 damage plus knockout for 2D4+2 minutes,
etc.), spear gun range is 300 feet (91.4 m), +2 to strike with the
weapon. Penalties: -15% to all skills if one hand is replaced by
the spear gun, and cannot be easily disguised (-20%), -1 to P.B.,
and may need custom made clothing.
31-40% Propellers: The Morphus has two propellers pro-
truding from the back and two small ones attached to the legs.
Speed on or under water is 35 mph (56 kph), and the use of pro-
pellers does not tire the 'Bane. Bonuses: +1D6xl 0+ 10 S.D.C.,
Natural A.R. 12, + 1 to Horror Factor. Penalties: Double weight,
reduce Spd on land by 30%, difficult to conceal/disguise (-30%)
on land and needs custom made clothing.
41-50% Sonar Screen: The Nightbane has a large, circular,
glass screen in his chest which constantly "pings" and registers
all movement within 1,000 feet (305 km) underwater. Bonuses:
+5D6 S.D.C. and a Natural A.R. 10, and +2 to Horror Factor.
When underwater, sonar constantly tracks everything within a
1000 foot (305 m) radius, and gives the character + 1 to initia-
tive, + 1 to parry, + 1D4 to dodge and makes surprise attacks im-
possible. It also registers depth. Depth Tolerance: 2,000 feet
(610 m). Penalties: Increase weight 30%, reduce Spd 10% on
land, unit continues to ping, making Prowl (-20%) and hiding
difficult.
Biomechanical: Aquatic Table 51-60% Hydrofoil Engine: The Nightbane has wide fore-
arms, large hands, and a jet engine pointing down towards the
Nightbane with a Biomechanical: Aquatic Table part often legs. Travels on water like a hydrofoil and underwater like a tor-
feel a need to explore the world, especially beneath the waves. pedo. Bonuses: +6D6+12 S.D.C., Natural A.R. 10, +1 to Horror
The character may have a love for adventure, exploration, swim- Factor, and when the character leans forward in a prone posi-
ming, snorkeling, or S.C.U.B.A. diving, or water, or may like to tion, arms elevated, as if doing a push-up on water, the 'Bane
remain unseen, hidden below the surface. Nightbane with this can hydrofoil across the surface of water at up to 60 mph (96
Morphus have the Swimming skill at 80%, can breathe underwa- km) +5 mph (8 km) per level of experience; half that speed un-
ter for 2D6+20 minutes at a time whether air tanks are present derwater. The engine cannot be used to fly, but can make short
or not, and have a depth tolerance of 1,000 feet (305 m) unless leaps of up to 15 feet (4.6 m) high and 30 feet (9.1 m) across.
stated otherwise.
82
Penalties: Double weight, reduce Spd on land by 40%, difficult Note: Can be used to charge a car battery with the proper ca-
to conceal/disguise (-40%) and needs custom made clothing. bles, but cannot be used as a generator to run equipment.
61-70% Fins: Two large metal fins, like those on a subma- 11-20% Gimmick Toy Switches: A large wind-up key pro-
rine, protrude from the back, while two smaller ones are in the trudes from the back, and 1D6+ 1 wind-up keys, knobs, push
arms and lower legs. They make the Nightbane more maneuver- buttons, pull strings, levers and switches are located in the chest,
able when underwater. Bonuses: +4D6 S.D.C., +2 to parry and 1D6 in each of the arms and legs, one on the back of each hand,
can use arms to block melee weapons without injury,+ 1 to Hor- two in the neck or side of the head, and one in the back of the
ror Factor, also + 1 to parry and +2 to dodge when in or under head. Each time one is pressed, pulled, or wound up, it causes a
the water. Penalties: Reduce Spd on land by 10%, difficult to different effect or ability as is common to toys and action fig-
conceal/disguise (-30%) on land and needs custom made cloth- ures.
ing. Here are some possibilities. Once selected the ability is al-
71-80% Catch of the Day: The Morphus appears to have ways the same and it should relate to the corresponding body
been caught in fishing nets but able to break free. The whole area. The Nightbane quickly learns which switches do what.
body is clad in a skin diving wet suit that has heavy-duty netting - Theme music plays for 30 seconds (may be from a well
imbedded into, and sticking out of, his upper torso (front and known movie or TV show), can be used to be fun, funny,
back), with shredded bits of it hanging from his arms and legs, dramatic, startling or as a signal.
and net marks impressed across his limbs and body; he may -Sings beautifully for 1D6xl0+20 seconds.
even have a few (1D6) small buoys tied to the netting. Bonuses:
-Whistles a happy tune for 1D6xl0+20 seconds.
+4D6 S.D.C., Natural A.R. 9, +1 to Horror Factor, automati-
cally gets the Escape Artist skill at 60% (or + 10% bonus if the -Loud barking as if from a large dog for 1D6xl0+10 sec-
skill is already taken), and enables the character to take Talents onds.
that require a Stigmata trait. Penalties: Reduce Spd on land by -Loud, angry growl like from a bear or T-Rex for 1D6+6
10%, -15% to Disguise skill. seconds.
81-90% Torpedo Tubes: The Morphus has 1D4 miniature - Loud siren plays for 1D4xl0 seconds, may be used as a
torpedo tubes built into each shoulder, or forearm, or the back. warning.
While each tube is fully loaded with four torpedoes when the -Talks in a different voice for 1D6xl0+30 seconds.
Nightbane assumes his Morphus, there is no way to reload them - Talks in a different language (pick one) for 1D6xl0+20
externally. Instead, each tube regenerates one round per hour. seconds.
The 'Bane must also permanently sacrifice 6 P.P.E. per torpedo -Talks in a distorted mechanical voice for 1D6xl0+30 sec-
tube. Bonuses: +4D6 S.D.C., +2 to Horror Factor, and damage onds.
from the torpedoes is 1D6x10 S.D.C. to a five foot (1.5 m) ra-
-Eyes glow yellow for 1D4x10+20 seconds and emit a beam
dius, the torpedo has a range of 1000 feet (305 m) + 100 feet
oflight equal to a flashlight- range is 500 feet (152.4 m).
(30.5 m) per level of experience. However, they are only useful
underwater; +3 to strike with torpedoes. Penalties: Double - Eyes glow green for 1D4xl0+20 seconds and provide
weight, reduce Spd on land by 30%, difficult to conceal or dis- Nightvision 300 feet (91.5 m).
guise (-40%) on land and needs custom made clothing. -Eyes glow white for 1D4x10+20 seconds and provide tele-
91-00% Scuba Gear: This Morphus is in complete scopic binocular vision- 3,000 feet (914 m).
S.C.U.B.A. gear, with wet suit, air tanks, removable breather - Eyes glow orange for 1D4xl0+20 seconds and provide
unit, air hose, goggles and flippers. Bonuses: +6D6 to S.D.C., thermal and infrared vision- 300 feet (91.5 m).
Natural A.R. 9, +2 to P.E., +1 to Perception Rolls, and increase -Eyes glow red and the 'Bane can fire lasers for one melee
underwater swimming speed by 20%. Penalties: On land, re- round (15 seconds); 2D6 damage per dual blast, 1000 foot
duce Spd by half, and -20% to Acrobatics, Climb, Gymnastics, (305 m) range!
Prowl, and similar skills, and cannot be disguised. - Tiny blinking lights concealed in the upper torso (no
noise), blink for 1D4x10 seconds, and may used as a sin-
Biomechanical Table III gle or warning.
- Quick Disguise: With the press of a button or pull of a
01-10% Batteries: Visible batteries- one type or a wide va- string, the head spins around and turns into a completely
riety of C and D-cells, 9-volts, large batteries and car batteries - different face wearing a mask. Lasts until activated again
are imbedded into the character's back, sides, chest, neck, shoul- to return it to the original face. Has only two faces,
ders, arms and upper legs. The batteries store electrical energy masked and unmasked, but the unmasked face is different
that is generated by movement and physical activity. This en- from the Nightbane's Facade.
ables the Nightbane to fire short-range (200 feet/61 m) electrical
- Secret Compartment: Chest opens up to reveal a storage
blasts (inflict 3D6 damage) and a light electrical shock touch
cavity about the size of a lunch box. Cannot be seen or
(1D6 damage) or an electricity charged punch (3D6 damage
found unless lever, switch, or button to open is activated.
plus punch damage). Bonuses: +6D6+12 S.D.C., Natural A.R.
- Pop-Apart Body: Arms and legs fall from the body with-
10, +2 to Horror Factor, impervious to electrical and acid at-
out blood. This may be used for shock value (it has a Hor-
tacks. Penalties: Double weight, reduce Spd by 20%, cannot be
easily disguised (-20%), and custom clothing may be required. ror Factor of 16) or to fake a death, or to hide or put the
character into a small container or suitcase. Comes back

83
together when the switch is activated again or within - Transforming Motorcycle Legs: Legs and lower torso
3D6+20 minutes, whichever comes first. If a limb goes tum into a motorcycle and has motorized locomotion: 80
missing, the character can restore himself by reverting mph (128 km) on the road.
back to his Facade, but he cannot use his Morphus again Note: Players may suggest other possibilities like those
for 2D4+22 hours, at which point all limbs are back in above, but it is up to the Game Master to allow them. Make sure
place and at full S.D.C. they are not too powerful or overwhelming, and respect the
- Missile Firing Action: One melee attack, + 1 to strike, does G.M. if he or she says "no." Gimmick Toy Bonuses: +3D6+3
4D6 blunt damage, does NOT actually explode, 500 foot to S.D.C., + 1 to Horror Factor. Penalties: -1 to M.A., disguise
(152.4 m) range. Has a payload of four, and unless the is impossible, and custom clothing is necessary for the Morphus.
"missile" is retrieved and put back into the Morphus, this 21-30% Hidden Compartments: Although the Morphus
attack is gone until missiles reform 24 hours later. may appear to be made of flesh and blood (or not), the character
- Squirt Gun Finger: One melee attack, no damage but may can open up a flap or door in his body to reveal a small hiding
be startling (victim loses one melee action) and does 1D6 space. The chest or stomach opens up to reveal a storage cavity
damage to vampires and beings vulnerable to water; 30 about the size of a lunch box. Each shoulder has a compartment
foot (9.1 m) range, unlimited payload. large enough to hold a deck of playing cards, each forearm has a
-Flying Fist: One melee attack, +2 to strike, does 2D6 dam- compartment long and deep enough to hold a banana, and so
age for that character, 120 foot (36.6 m) range and reap- does each upper leg. When closed the compartment is com-
pears on the character's wrist a second after it hits. pletely invisible. Bonuses: +4D6 to S.D.C., + 1 to Horror Factor,
- Power Punch Action: One melee attack, + 1 to strike, +20% for Concealment skill and +5% Palming. Penalties: -1 to
punch does double normal punch damage. M.A. and P .E.
- Karate-Chop Action: One melee attack, does 3D6 damage
and is +2 to strike, regardless of normal punch damage.
- Karate-Kick Action: One melee attack, +2 to strike and
does 4D6 damage, regardless of normal punch damage.
- Retractable Claws (small): Claws extend from the fingers,
do +2D4 damage with claw attacks (P.S. damage bonus
applies), and claws remain extended for one melee round
(15 seconds).
- Sword Arm: A sword extends from the forearm, does
+2D6 damage, +1 to parry and disarm, and remains ex-
tended for one melee round (15 seconds).
- Fire Fist: One melee attack, fist glows red and inflicts 1D6
burning damage, plus normal punch damage for that char-
acter, 120 foot (36.6 m) range.
"- Laser Fist: One melee attack, fist glows blue and shoots a
laser beam, 3D6 damage, 120 foot (36.6 m) range.
- Running Action: Runs at double normal speed for 1D6
melee rounds.
- Spinning Action: One melee action, makes a quick spin-
ning action that is + 3 to dodge.
-Dancing Action: Character dances flawlessly for 1D6x10
seconds, +1 to dodge.
-Jumping Action: One melee action, leaps 20 feet (6.1 m)
high.
- Kung-fu Leaping Action: One melee action, leaps 10 feet
(3 m) high and 20 feet (6.1 m) across.
- Flying Action: The character can hover and fly up to a
speed of 50 mph (80 km) for 1D4 melee rounds (15-60 31-40% Computer Brain: As a rule, this Morphus makes it
seconds). so the top of the head is a bulletproof glass enclosure in which
- Pop-Out Roller Blade Feet: A pair of roller blades pop out circuit boards and microchips are clearly visible (01-50%), or
from the soles of the character's feet; double speed on the head, face and neck are covered with computer circuitry,
smooth, hard, flat surfaces; reduce speed by 70% on grass, like a circuit board, imbedded in the skin, and the eyes look as if
dirt, carpet or rocky surface. they are made of glass. Bonuses: +2D6 to S.D.C., +1 to Horror
- Transforming Tank Legs: Legs and lower torso tum into Factor, Total Recall (the equivalent of the psionic power of the
tank treads and has motorized locomotion: 35 mph (56 same name), Mathematics: Basic and Advanced are performed
km) but can ride over broken terrain and debris. at 90%, +20% to all computer skills and + 10% to all other skills

84
known by the character. Penalties: -1D4 to M.A., P.P. and P.B. skills, he may be able to send to and download from the memory
attributes, and tends to be a bit cool and aloof. of the device to which he is linked.
41-50% Internal Machinery: Although the character is 91-00% Heavy Plating: This Morphus appears as high-tech
likely to appear as flesh and blood (or not), whenever he moves, body armor or exoskeleton and helmet or face plate, all of which
the whirl and click of machine parts can be heard, and in combat looks to be built for war. The armor can have any style the
a metallic clunk can be heard when struck. Indeed, the internal player desires, but will always be bulky looking. Bonuses:
organs and bones are replaced with machine parts and the bones +3D6xl0+40 to S.D.C., Natural A.R. of 15, +2 to Horror Factor.
with metal replacements; may look like clockworks, modem Penalties: Double weight, reduce Spd by 30%, -1 to P.P., -2D6
mechanics, or futuristic bionics. Bonuses: +2D4xl0 to S.D.C., to Spd, -20% to Acrobatics, Climb, Gymnastics, Prowl and
+2D6 to Hit Points, +2D6 to Spd, +5 to roll with impact, +6 to Swim, impossible to disguise or easily conceal, and fitting in-
save vs poison, toxins, and disease, +4 to save vs possession, side an average vehicle is cramped and takes up two spaces.
and tires at half the normal rate. Penalties: -2 to M.A., -30% to
Prowl, Disguise and Undercover Ops skills, and the constant
hum, clicks and whirls of the machine are disturbing to some
people.
51-60% Radar System: The Nightbane has a large, circular,
glass screen in his chest or in the forehead which constantly and
registers all aerial movement within a 3,000 foot (914 m) radius.
Bonuses: +4D6 S.D. C., a Natural A.R. 9, and +2 to Horror Fac-
tor. The radar constantly tracks incoming objects in the air, in-
cluding bullets, arrows, thrown objects, aerial attacks and even
fast moving (30 mph/48 km or faster) ground attacks, as well as
tracks up to 2D6+ 12 specific aerial targets within a 3,000 foot
(914.4 m) radius. Radar provides +1 on initiative, +1 to parry,
+ 1D4 to dodge and makes surprise attacks against him from the
air impossible. Penalties: Increase weight 30%, reduce Spd
10%, unit continues to flash and blip making Disguise, Prowl,
and hiding difficult (-20%).
61-70% Gyroscope: Somewhere within the 'Bane's body,
either visible or concealed deep inside him, is a gyroscope,
granting the Nightbane an incredible sense of balance. Bonuses:
The gyroscope imparts an unerring sense of which way is up,
down, or sideways even underwater or in the air, +2 to roll with
impact, + 1 to dodge, + 10% to skill with Maintain Balance rolls
like Gymnastics and Acrobatics.
71-80% Drill/Auger Hand: One or all hands (player's
choice) have been replaced by large auger drill bits and the fore-
arm is the machine that drives the drill. The face is concealed
behind a protective face mask or helmet similar to a welder's
mask. Bonuses: +4D6+4 S.D.C., +2 to P.S., +1D4 to Horror
Factor, + 1D6 to punch damage when inactive, but does 5D6
damage when the drill is active. In addition, an opponent's A.R.
is -3 points against this attack. Penalties: If all hands are re-
Dinosaur Form Table
placed, skills requiring the use of the hands are impossible. In- Dinosaurs have captured the imaginations of both young and
crease weight 30%, reduce Spd 10%, disguise is impossible, and old and they have influenced the Morphus of this character.
custom made clothing is probably necessary. 01-11% Sauropod Humanoid: The Morphus is a humanoid
81-90% Universal Connection Port: This Nightbane has an Sauropod, with a small sauropod head and long neck (1D6+1
unparalleled ability to link to electronic devices via a socket and feet/0.6 to 2.1 m long). The neck can bend to look behind him-
connector cable from his arm, chest, neck or head. This allows self, stretch to see from a height advantage, fit through small
him to link himself to computers, televisions, electronic music openings and twist to a limited degree. The nostrils of a
instruments, most types of video and communications equip- sauropod are on top of the head, rather than the front ofthe face
ment, and any type of electronic device. Once connected, the allowing the creature to be underwater indefinitely and stili
Nightbane can control and manipulate the device, tum it on or breathe as long as the very top of the head is above the surface,
off, etc. The only limitations are those of the device. Note: The but can also hold his breath for 2D6+10 minutes. Bonuses: Add
'Bane cannot drive a car by plugging into the cigarette lighter, 2D6xl0 to S.D.C., +1D4 to P.S., and +2 to Horror Factor. Pen-
nor can he have umestricted access to a computer if he doesn't alties: Triple weight, reduce Spd by 40%, impossible to disguise
know the passwords. This is not Telemechanics or Deus Ex Ma- and -10% to Prowl or hide unless it is underwater{+ 15%).
china, it only allows hands free use of the device. If the 'Bane 12-22% Raptor Legs: The Raptor family contains several
has some kind of onboard computer himself and computer dozen species of bipedal dinosaurs all sharing quick wits and an
85
even quicker set of legs and feet. This Morphus has an upper 25% (normal Spd in water), -2 to P.B., impossible to disguise
torso of a humanoid though the face is elongated, the eyes twice and -40% to Prowl or hide unless it is underwater (no penalty).
the normal size and the neck is 50% longer than usual for hu- 56-67% Tyrannosaur Humanoid: The Morphus is human-
mans. The legs are those of a Raptor completely covered with oid except the head has an oversized, elongated head, muz-
dark mottled scales that may vary from red, brown, and black to zle-like maw filled with sharp teeth, tiny nose, the eyes are
tan and green. The feet are twice as large as a human's, and large, the head bald, the skin scaly, the feet large with only four
have three large, clawed toes, the largest of which can be used toes, and the arms are 20% shorter and the arms and hands are
to slash and rip at opponents. Bonuses: +6D6+30 S.D. C., Natu- spindly and weak (half the character's P.S.), while the legs are
ral A.R. of 10, +1 to P.S., +4D6+12 to Spd, +1D4 to Horror 20% taller/longer and thickly muscled. 01-50% have a 1D4+6
Factor, can leap 8 feet (2.4 m) high and 12 feet (3.6 m) across, foot (2! To 3 m) tail (tail slap does 4D6 damage), 51-00% no
+ 1 on initiative and + 1 to dodge. The 'Bane also possesses a tail. Bonuses: +1D4 feet (0.3 to 1.2 m) to height, +4D4xl0
large scythe claw on the big toe of each foot that does 3D6 dam- S.D. C., Natural A.R. of 11, + 1D6 to P.S. but to legs only, +2 to
age with a kick. Penalties: Double weight, -1D4 to M.A. and P.E., +3D6 to Spd, +1D4 to Horror Factor, +1 attack per melee,
disguise is impossible. bite attacks do 5D6 damage, clawing foot attack does 3D6 dam-
23-33% Triceratops Head: The Morphus is a humanoid age, stomp attack does 2D4 damage, can smell blood and decay-
body with a thick neck and the head of a Triceratops, complete ing bodies/meat up to one mile (1.6 km) away and can track
with three horns (one on the nose, two on the forehead; only ju- those scents at 79% proficiency, and + 10% to Tracking skill.
veniles lack the nose hom) and a thick, bony frill or collar Penalties: Triple weight, -1D4 to I.Q. and M.E., -10% to Physi-
around the head. A head-butt will does 2D6 damage, a jab with cal skills, -15% to any delicate skills (Computer Operation,
the horns does 4D6 damage, a running ram attack does 6D6+6 Palming, etc.), impossible to disguise and -40% to Prowl or
damage (counts as two attack), and the bite does 1D6 damage. hide.
Bonuses: 2D6x10+ 16 to S.D.C., Natural A.R. 10 (A.R. 17 for 68-78% Pterodactyl Humanoid: The Morphus has a hu-
the head and frill protecting the neck), +2 to P.S., + 1 to P.E., +3 manoid body with short legs, normal arms and hands, a human
to parry with horns/head, + 1 to disarm, + 3 to pull punch, and +2 but elongated face, large taloned feet and a pair of massive
to Horror Factor. Penalties: Double weight, -2 to M.A. and dis- leather wings. Talon feet are prehensile like a hawk, allowing
guise is impossible. the character to claw at opponents from the air or hovering (3D6
34-44% Ankylosaur Humanoid: The Morphus is a human- damage), can also grasp and hold items but cannot use any type
oid with thick limbs, barrel chested, and covered in a tough, of weapon. Bonuses: +2D4xl0 S.D.C., Natural A.R. of9, +2 to
leathery and calcium shell. The head is large, square, hard, and P.P., +2 to Horror Factor, flying Speed is 45 mph (72 km), glid-
covered in small, hard spikes above the eyebrows, above the ing is silent but half speed, +2 on Perception Rolls. Penalties:
tiny, round ears, and along the spine of the neck. Armor: The Double weight, -2 to P.B., impossible to disguise and -40% to
front/belly shell has 2D4x10+12 S.D.C. and a Natural A.R. of Prowl or hide unless gliding (no penalty), and cannot swim,
12, the back shell (makes the character look a bit hunchbacked) flounders and sinks. Wingspan is 3x the character's height.
has 3D6xl0+55 S.D.C. and a Natural A.R. of 16! The 'Bane 79-89% Lesothosaurus Humanoid: The Morphus rather
also has a long, lightly armored tail (6 feet/1.8 m long) that ends looks like a Komodo dragon that walks upright on two legs. The
in a hard, bone club (+ 1 to strike). The rim of the shell and tail arms and hands are human, the head is not, it looks like that of a
are covered with small horns (tail has 1D6x10+ 12 S.D.C.). Bo- lizard, the neck is twice as long as a human's, and the tail nar-
nuses: +1D4 to P.S., +1 to P.E., +2 to Horror Factor, Swims rows to a thin point and is as long as the body is tall. Bonuses:
80%, and the mace-like tail adds + 1 attack per melee and inflicts +2D4x10 S.D.C., can leap 8 feet (2.4 m) high and 12 feet (3.6
double the Nightbane's usual punch damage. Penalties: Triple m) across, +2 to P.S., +3D6+6 to Spd, bites does 1D6 damage,
weight, reduce height 10%, reduce Spd by 50% (normal Spd in + 10% to Prowl, and + 1 to Horror Factor. Penalties: Reduce
water), -2 to P.B., impossible to disguise and -40% to Prowl or height by 40% (typically 4 feet/1.2 m), weight by 40%, and im-
hide unless it is underwater (no penalty). possible to disguise.
45-55% Duckoid Humanoid: The Morphus is humanoid 90-00% Stegosaur Plates: This Morphus is a barrel chested
with webbed toes, and a head that has a protruding mouth, large, humanoid with scaly skin, a reptilian human head, twin rows of
flat nose, large lips, and a large, boney crest that resembles an triangular plates running from the back of the neck along the
upside down ski only much thicker, rising from the crown of his spine, to the rump. These plates provide armor protection from
head. The character can make deep, resonating noises through attacks from behind. However, the shoulders also have a pair of
his nose and crest that can be heard up to two miles (3.2 km) large plates and three pair of small triangular plates line the
away! Anyone standing within 5 feet (1.5 m) of him when he forearms enabling the character to block melee weapons with
calls at full volume needs to make a saving throw of 16 to avoid his arms without damage, plus 1D4 spikes grow just behind the
temporary deafness for 1D4 melee rounds (no initiative and -2 knuckles on the backs of the hands (+2D6 damage to punch at-
to parry, disarm and dodge). Bonuses: +2D4x10 S.D.C., +2D6 tacks). No tail. Bonuses: +4D4x10+16 S.D.C., Natural A.R. of
to Spd, + 1 to Horror Factor, head-butt does double damage, au- 13, +2 to P.S., + 1 attack per melee,+ 1D4 to parry,+ 1 to disarm,
tomatically gets Sing skill at 80%, Swim at 60%, hold his breath + 1 to roll with impact, and +2 to Horror Factor. Penalties: Tri-
for 1D6+8 minutes, and can disguise his voice with 2D6+4 dif- ple weight, -1D4 to dodge, -5% to any delicate skills (Computer
ferent voices 85%. Penalties: Double weight, reduce Spd by Operation, Palming, etc.), impossible to disguise and -30% to
Prowl or hide.

86
Disproportionate Head
01-10% Large Head: The entire head is twice as large as
usual. +1D4 to I.Q. and +2 to M.E. attributes. Penalties: -1 to
P.B. and P.E. attributes, and the character may seem more vul-
nerable and unable to defend himself than he really is; -2 from
Horror Factor.
11-15% Huge Jaw, Strong Neck: +1D6 damage with bite
attacks, can hold onto rope with teeth with the same strength
and grip as his hands without injury to the neck, and + 1 to Hor-
ror Factor. Penalties: -1 to P.B. and -20% to Disguise and Un-
dercover skills.
16-20% No chin. The character's chin is small, flat, and
seems to practically fade into the neck. Penalties: -1 to P .B. and
-1 from Horror Factor.
21-25% Huge Teeth: + 1D6 damage to bite attacks, + 1 to
Horror Factor. Penalty: -1 to P.B.
26-30% Tiny Teeth: The teeth look like those of a young
human child or even smaller, and if the 'Bane has fangs they are
tiny too. The character may have twice as many teeth because
they are so small. Penalties: -1 from Horror Factor and any
damage from bite attacks is half the normal amount.
31-35% Large, Thick Neck: +1D6+2 S.D.C. and+l Horror
Factor.
36-40% Pencil Neck: The neck seems unusually thin and
long. The advantage is -1 to be hit by a Called Shot to the neck.
Penalties: -1D6 S.D.C. and -1 from Horror Factor.
41-50% Very Small Head: The head is a small, low-profile
target to hit; attackers must make a Called Shot to target it and
Disproportion Table still suffer a penalty of -3 to strike, +2 to Horror Factor. Pen-
alties: -1 to I.Q. and P.B. attributes.
Body image has always been one of the most common fears
51-55% Large Mouth: The mouth is unusually large and
throughout time. People thinking they are too fat, too skinny,
creepy, lips may be large and plump or thin; +2 to bite damage
have huge feet or ears, etc., leading to fear that one's body is
and+ 1 to Horror Factor. Penalty: -1 from P .B.
ugly and malformed. Perhaps this character obsessed about such
things, and now has a Morphus body that is grossly out of pro- 56-60% Tiny Mouth: The mouth is unusually small, practi-
portion (2-3 times larger or smaller than normal). One could cally a slit with no lips, and + 1 to Horror Factor. Penalty: -1
have thin, spindly arms or normal arms and massive, oversized, from M.A.
clawed hands, or large, muscular legs and tiny feet, or normal 61-67% Huge Ears: 1D4 times larger than is common;
legs and oversized feet, a button nose or large nose, tiny ears or + 1D4 to Perception Rolls dealing with sound. Penalties: -2 to
elephant ears, or head too small for the character's hulking P.B. and -20% to Disguise and Undercover Ops skills.
body, and so on. 68-75% Tiny Ears: + 1 to Perception Rolls dealing with
sound.
Step One: Roll percentile dice to determine the append- 76-82% Huge Eyes: Perfect vision, excellent peripheral vi-
age/body area that is out of proportion. sion (can see 180 degrees) and Nightvision (1,000 feet/305m;
01-20% Head. increase range an extra 1000 feet if the character already has
Nightvision), and + 1 to Perception Rolls involving vision in the
21-50% Arms & Hands. dark and in dim lighting. Penalties: Light sensitive - sunlight
51-70% Torso. and other bright lights hurt the eyes, cause the character to
squint, reduce normal (daylight) vision by half, and -2 to Per-
71-90% Legs & Feet. ception Rolls involving vision in well lit areas and daytime.
91-00% Roll twice for two disproportions. 83-89% Tiny Eyes: Perfect 20/20 vision, but poor peripheral
vision (only 90 degrees), +1 to Horror Factor and Perception
Step Two: Roll on the appropriate table to determine the de- Rolls. Penalties: -1 to P.B. attribute, -1 to parry and dodge, and
tails of the disproportionate body part, bonuses and penalties. is not likely to see anyone sneaking up on him from behind or
the side (opponents are + 2 to strike with surprise attacks from
behind)!

87
90-95% Huge Nose: Keen sense of smell, can track by 81-00% Small Hands: Are small and delicate, like those of
scent: 20% +4% per level of experience, and +2 to Perception a small child; + 1 to P.P., +5% to all manual dexterity related
Rolls dealing with scents and odors. Penalties: -2 to save vs gas skills (Forgery, Palming, Pick Locks, Sewing, etc.) and+ 10% to
attacks (including smoke, tear gas, stench, and other strong Escape Artist skill. Penalties: -2 to damage from punches and
odors) and -3 to save vs nausea and vomiting resulting from foul claw attacks, -2 to entangle and disarm, -5% to Disguise and
odors and airborne toxins. Undercover Ops skills, and hands always look odd and disturb-
ing.
96-00% Tiny Nose: + 1 to P.B., +2 to save vs gas attacks (in-
cluding smoke, tear gas, stench, and other strong odors) and +4
to save vs nausea and vomiting resulting from foul odors and Disproportionate Legs & Feet
airborne toxins. Penalties: This little button nose has only a fair
sense of smell: -10% to identify odors and cannot track by scent 01-20% Huge Legs: Large, thick, muscular upper legs remi-
and -3 to Perception Rolls dealing with scents and odors. niscent of a frog's legs; +2 to P.S., + 1D6+6 to Spd, can jump
twice the usual distance and height for that character (12 feet/3.6
m minimum), +5% to Climbing skill, and + 1 to Horror Factor.
Disproportionate Arms & Hands Penalties: -5% to Prowl and may need custom clothing.
01-10% Huge Forearms: The character has forearms like
21-40% Long, Thin Legs: Increase length/height by 10%,
Popeye, + 1D4 P.S., + 1D6 to S.D.C, and+ 1 to parry. Penalties:
straight legs like a board, + 1 to dodge, + 1 to kick damage, and
Wearing tight clothing and long sleeves is impossible, unless
+1D4 to Spd attribute. Penalties: -1 to P.E. attribute.
very loose and oversized. Furthermore, the character has trouble
fitting his arms through narrow openings and tight spaces. 41-60% Short Legs: Short, stubby legs like those of a go-
rilla;+ 1 to P.S., +5% to sense of balance, and+ 1 to Horror Fac-
11-20% Thin Forearms: Spindly, pipe-cleaner arms. Can
tor. Penalties: Reduce Spd attribute by 10% and kick attacks do
easily fit through small openings and narrow spaces, +2% toEs-
half damage.
cape Artist skill. Penalties: -1D4 to P.S. and may look weak
and vulnerable. Clothing looks baggy in the arms and even nor- 61-80% Huge Feet: +5% to Swimming skill and swimming
mal hands may look oversized and disproportionate. speed, +2 kick and stomp damage, +10% to balance, and +1 to
Horror Factor. Penalties: Reduce Speed by 10%, -5% to Prowl,
21-30% Unusually Long Arms: The character has long up-
and may need custom shoes.
per and lower arms reminiscent to a gorilla or ape. The character
looks out of proportion, but has an extended reach (20% longer 81-00% Small Feet: +1 on initiative, +1 to P.P. Penalties:
than usual), +1 to parry and entangle. Penalties: -1 to P.B., -10% to sense ofbalance and -10% to Climbing skill.
-20% to Disguise and Undercover Ops skills and requires cus-
tom clothing, otherwise shirts, jackets, etc., look too short/small
in the arms.
Disproportionate Torso
31-40% Large, Muscular Upper Arms: +1D4 to P.S., 01-20% Muscular: Chiseled and sculpted stomach, chest,
+ 1D6+2 to S.D.C., and + 1 to Horror Factor. Penalties: Makes and shoulder muscles; +3D6+6 S.D.C. +1D6 to P.S. Penalties:
wearing tight clothing and even normal sized clothing impossi- -1 on initiative and -1D4 from Spd.
ble (too tight); needs oversized shirts, jackets and coats or cus- 21-40% Puny Build: The upper body looks like the prover-
tom-made clothing. bial 90 pound weakling or an emaciated concentration camp vic-
41-50% Huge, Broad, Shoulders: +2 to P.S., +1D6+1 to tim; skin and bones; + 10% to Escape Artist and Prowl skills, +2
S.D.C., and+ 1 to Horror Factor. Penalties: Makes wearing tight to Horror Factor. Penalties: Reduce weight by 50%, -4D6 from
clothing and even normal sized clothing impossible (too tight); S.D.C., and -1 from P.E. and P.B.
needs oversized shirts, jackets and coats. 41-60% Barrel-Chested and Stoutly Built: The character's
51-60% Small, Narrow Shoulders: Can fit through small, overall body is stout with a thick, short waist and muscular, bar-
narrow spaces, +5% to Escape Artist skill. Penalties: -5% to rel-chested upper body like a bear or gorilla; +3D6 S.D.C.,
Disguise skill and makes even tight clothing seem loose, baggy, +2D6 to P.S., and +1 to P.E. Penalties: Reduce Spd by 5%, -1
and frumpy; needs custom clothing and padded shoulders to to pull punch, -15% to Disguise and Undercover Ops skills, and
look normal and well dressed. wearing tight clothing is impossible, unless custom made, other-
wise clothing must be loose or a bit oversized.
61-80% Huge Hands: Hands are two or three times the size
of normal. +1 to P.S., +1 to entangle and disarm, +2 to damage, 61-80% Morbidly Obese: Double the character's weight;
+1D4 to S.D.C. and +1 to Horror Factor. Penalties: -1 to P.P., +4D6+6 S.D.C. and+ 1D4 to P.S. Penalty: Reduce Spd by 20%
-1 to pull punch, -5% to delicate skills, and makes wearing tight and -10% to Disguise and Undercover Ops skills.
clothing and long sleeves impossible, unless very loose and 81-00% Thin and Tall/Long: The upper body is narrow and
oversized. Furthermore, the character has trouble fitting his long waisted, not spindly or puny, but tall and narrow like a
arms through narrow openings and tight spaces. board; increase height 2D4 inches (5-20 em); + 1 to dodge and
entangle, + 1 to Horror Factor. Penalty: Reduce Spd by 10% and
-10% to Disguise and Undercover Ops skills.

88
face to die for; may have feline features and usually scantily
clad. Note: Fifty percent of alien bodies have a rubbery quality
and resemble a man in a rubber suit. Optional Features (pick
two): Pair of antennae (insect or mechanical), tentacles instead
of arms and hands, robotic hands or mechanical pincer hands,
robot/artificial looking face, insect-looking face, ape-like face,
vestigial bat wings, spacesuit (space helmet optional), tinted
goggles that cover the eyes, air/gas mask-like breather, pointed
ears, large pointed ears, feline eyes, small horns, strange skin
color (red, blue, green, etc.), scaly reptilian skin, and snake
tongue. Bonuses: 2D4x10+12 S.D.C., -1D4 I.Q. and M.E. for
savage "monster aliens" or+ 1D4 to I.Q. and M.E. for "intelli-
gent/evil mastermind aliens," +1D6 to P.S., +2 to P.E., +3 to
damage (+6 for claws, +2D6 for pincers or robot hands), +2 to
Perception Rolls and+ 1D4 to Horror Factor. Penalties: -1D4 to
M.A. and P.B., reduce Spd by 20%, and probably impossible to
disguise or pass for human.
51-65% Parasitic Alien: The Morphus Nightbane appears to
be a normal human under the control of an icky, slimy, alien
parasite. The eyes are blank and lifeless or solid black or solid
red, speaks in an even, monotone voice even when excited or
shouting, and possesses superhuman strength. The alien parasite
is a hideous thing (large leech, worm, insect, crustacean, tenta-
cle thingy, or something else repugnant) attached to the base or
side of the neck, spinal cord between the shoulder blades, chest,
belly, side of the head, or even over part of the face (mouth or
eyes), or under the skin, but the skin can be seen moving and
undulating on a regular basis. Killing or removing the parasite
means killing the Nightbane! Bonuses: +1D6x10+6 S.D.C.,
+ 1D6 to P.S., + 1 to P.E., +4 to save vs mind control and posses-
sion, and+ 1D4 to Horror Factor. Penalties: -1 to I.Q. and M.A.,
Extraterrestrial Table and reduce speed by 10%.
Extraterrestrials have been a staple of science fiction for de- 66-75% Energy Being: The Morphus appears to be a hu-
cades. Perhaps a Nightbane with one of these characteristics is a manoid that glows brightly with energy or light, or has light
big fan of sci-fi, or dreams of being special and exotic, or is in glowing from inside the body and hovers six inches above the
love with the idea of aliens. Whatever the case, the Morphus ap- ground instead of using the legs to walk. Bonuses: 1D6x10
pears to be one of these beings from beyond our planet. S.D. C., takes half damage from all forms of physical attacks and
01-20% Roswell Gray: The Morphus appears to be one of lasers, + 1 to I.Q., P.P., P.B., and Spd, moves silently, and hov-
the little gray aliens associated with the supposed Roswell flying ers above bodies of water. Penalties: Electricity, fire and other
saucer crash: Small, thin, pasty gray skin, a frail-looking body forms of energy do full damage, magic energy does double dam-
with thin arms and legs, no hair and a huge, bulbous head and age, magic weapons do their normal damage, hovers above the
large, black, almond-shaped eyes, tiny nose, no apparent ears waves but cannot swim or be immersed in water (takes 2D6
and a slit for a mouth. Bonuses: + 1D4 to I.Q. and M.E., + 10% damage per melee round under water, rain slows Spd by half),
to Prowl, +20% to all computer and medical skills, +2 to Horror and impossible to disguise, Prowl or hide in dim lighting or
Factor. Penalties: Reduce size and weight by 20%, -1D4 to P.S. darkness unless completely covered by a thick, heavy fabric (but
and Spd and -1 to P.E. and P.B. then the character can't see).
21-50% B-Movie Alien: The Morphus is what's fondly 76-90% Alien Robotic Body: 01-50% the Morphus appears
known in the trade as a "Bug-Eyed Monster." Head: Always as a small humanoid robot with two arms and legs, or as a ro-
oversized, bald, bulbous with large, round, black "bug eyes" (or botic upper torso on a tracked machine body or robotic spider
large cat-like eyes, sometimes large glowing eyes) with insect or body with ID6+2 legs; stands 4-5 feet (1.2 to 1.5 m) tall.
fish-like facial features. Hands: 01-25% have clawed for hands, 51-00% the character appears as a large, bulky alien robot with
26-50% have lobster pincers for at least one hand, 51-75% have a humanoid body, thick arms and legs, with a retractable fore-
an extra finger and delicate hands, 76-00% have an extra pair of arm blade in one arm and a retractable drill or cutting torch (like
arms and hands. Body Type: 01-20% have a hulking, shaggy, a welder's torch); both weapons inflict 3D6 damage. Whether
animal-like body, 21-40% have a weird, thick skin that is lumpy small or large, the robot has no human facial appearance, it
and bumpy, 41-60% are small and have an insect-like body, looks alien, weird and inhuman/mechanical. Bonuses: Small
61-80% have a tall, thin humanoid body, 81-90% have a ro- alien robot: +2D6xl0+30 to S.D.C., a Natural A.R. of 15,
bot/android body, and 91-00% is a hot babe with a body and + 1D6+6 to Spd, + 1 to save vs magic, and + 1 to Horror Factor.

89
Large alien robot: +3D6xl0+30 to S.D.C. and a Natural A.R. of 01-10% Wizard Robes: The Morphus is the classic wizard,
16, +1D4 to P.S., resistant to cold and heat (half damage), and complete with flowing grey or white beard, bushy eyebrows, tall
+2 to Horror Factor. Small or large, they do not need to breathe pointed hat and a hooded robe. The robe is made of a rich fabric
and can function in a vacuum; depth tolerance is one mile (1.6 and decorated in colorful magic symbols, runes, gemstones, and
km) underwater. Penalties: Double the character's weight in inscriptions along the edges of the sleeves, hem, collar and
Morphus, -1D4 to P.B., disguise is impossible, cannot swim hood. The hat is similarly decorated. While the colors, design,
(sinks like a rock), and -30% to Acrobatics, Gymnastics, style and decorations may differ greatly from one character to
Cimbing and Prowl skills. another, there is no mistaking the occult nature of the garment.
91-00% Spheroid: The Nightbane is not shaped like a hu- Bonuses: +3D6 to S.D.C., + 1 to Spell Strength if the character
man, but is actually a large floating sphere, 1D4+2 feet (0.9 to is a Mystic or Sorcerer, +3D6 to P.P.E. base, + 1 to save vs
1.8 m) in diameter. 01-50% organic body with human facial fea- magic, +2 to save vs possession, and +1 to Awe/Horror Factor.
tures that cover the surface of the front of the sphere, plus a pair Penalties: The robe reduces Spd by 10% and -5% to all Physi-
of humanoid arms, hands, legs and feet. 51-00% entirely me- cal skills that require considerable freedom of movement and
chanical features, no legs, but has a pair of mechanical arms on flexibility, such as Acrobatics, Climbing, Gymnastics, and
the sides. The method of flight is undeterminable (Anti-gravity? Swimming (no penalty to Prowl).
Magic?); maximum altitude is 12 feet (3.6 m) off the ground 11-20% Enchanted Knight Armor: The Morphus is wear-
and can float about the surface of water; and speed is ponderous. ing of a suit of plate armor complete with helmet, however, the
Bonuses: +2D4xl0 to S.D.C., +1 to Natural A.R., +1 to I.Q., armor may have a demonic, monstrous or distorted features or
+1D4 to M.E., +2 on Perception Rolls, +5% to Tracking skills, proportions, as well as glowing eyes visible from behind the vi-
+20% to Prowl, and+ 1 to Horror Factor. Penalties: Reduce Spd sor or from the eye slits, horns, spikes, and so on. Bonuses:
by half, -1D4 to P.B., disguise as a human is impossible, hovers +2D6x10+45 to S.D.C., Natural A.R. 14, +1 on initiative, +1 to
above water and can also float on water (cannot sink), but is parry and disarm, resistant to magic energy blasts including
-10% on all skills that require the use ofhands. magic fire (half damage), +2 to save vs magic cast by a Night
Prince or Nightlord, the armor cannot be forcibly removed, there
is no movement penalty for the enchanted armor (no penalty to
skills like Acrobatics, Climb, Prowl, etc.), and+ 1 to Horror Fac-
tor. Penalties: Double the character's weight, increase height by
10%, -25% to Swimming due to weight, and cannot be dis-
guised or easily concealed in Morphus (the armor is part of the
character).
21-30% Aura of Magical Power: The Morphus is a charac-
ter whose eyes and body glow with magical energy. The color
of the magic energy varies with the individual and can be shades
of white, yellow, orange, red, green, blue, purple and even
black. The face of the character is different from that of his Fa-
cade, and may be more attractive, alien or demonic in appear-
ance. Bonuses: +1D6+6 to Hit Points, +1D6xl0 to P.P.E. +3
P.P.E. per level of experience, +2 to save vs magic, the effects
and duration of magic cast against him are half, his own aura
cannot be read, +5 to save vs possession, +4 to save vs magic
cast by a Night Prince or Nightlord, + 1 to M.A., and + 1D4 to
Awe/Horror Factor. Penalties: The glow cannot be disguised
(the character glows right through clothing), making Prowl and
Undercover Ops impossible. Furthermore, the character attracts
considerable attention and is likely to be one of the first attacked
in combat. Beings who can sense magic can sense this charac-
ter's presence at double their usual range.
31-40% Branded with Magic Symbols: The Morphus is a
muscular humanoid with dark skin (gray, brown, red, or purple),
and a face covered in magic symbols and runes. Every inch of
the body, from head to toe, is covered with the symbols. All are
raised as if branded onto his skin. The symbols faintly glow
whenever a Night Prince, Nightlord, or spell caster is within 100
feet (30.5 m) of the character, and they also glow when he is
Fantasy Table locked in combat. Bonuses: +6D6+6 to S.D.C., + 1 to M.E. and
P.E., + 1 to Perception Rolls, impervious to possession and the
This Nightbane was either a fan of fantasy online games, bite/controlling powers of the vampire, +2 to save vs magic cast
RPGs, novels and films, or had a romantic idea about the noble by a Night Prince or Nightlord, and + 1D4 to Horror Factor.
knights of old, Arthurian legend and similar myths. Penalties: -30% to Disguise and Undercover Ops.

90
41-50% Prince/Princess: The Morphus is an attractive hu- Undercover Ops impossible. Prefers the use of his magic
man dressed in rich clothing, a flowing cape or cloak, and weapon and feels naked without it.
adorned with a crown, tiara, or gold wreath worn on the head. 91-00% Dragon Lord: This Morphus is a large humanoid
This character looks very much like a prince (or princess) from body covered in scales, with the neck and head of a dragon and
a book of fairy tales. Bonuses: +2D6 to S.D.C., +1 to M.A., a pair of large, leathery wings! Bonuses: +2D6xl0 to S.D.C.,
+1D4 to P.B., and +I to P.P. Penalties: The character seems out Natural A.R. 12 (or + 1D4 to and existing A.R.), + 1 to Percep-
of place in our modem world and cannot remove his crown; tion Rolls, +2D6 to Spd, +2 to Horror Factor, can breathe fire
-30% to Disguise and Undercover Ops skills. Looked down (30 foot/9.1 m range, each fiery blast counts as one melee attack
upon by other 'Bane as a "Ken" or "Barbie." and does 3D6 damage; double damage to Night Princes and
51-60% Stone-Like Flesh: The Morphus has a hide of rough Nightlords), can hover in mid-air, flying speed is triple the Spd
stone more reminiscent of a Golem than a sculpted statue. Facial attribute number, maximum altitude is 25,000 feet (7620 m), + 1
features are rough hewn and abstract, and the color of the stone to dodge in flight, and each wing has 1D6xl0+50 S.D.C. (an at-
can range from black or gray to browns, reds, yellows and mar- tacker must make a "Called Shot" at a penalty of -2 to hit a
bled. Bonuses: +2D4xl0+22 to S.D.C., +1D4 to P.S., and +1 to wing). Penalties: Triple the character's weight in Morphus, in-
Horror Factor. Penalties: Triple the character's weight in crease size by 20%, disguise is impossible, cannot swim (floun-
Morphus, increase size by 10%, -ID4 to P.B., disguise is impos- ders for 1D6 minutes then sinks like a brick), and -50% to
sible, cannot swim (sinks like a brick), and -50% to Acrobatics, Acrobatics, Gymnastics, Climbing and Prowl skills. Wings fold
Gymnastics, Climbing and Prowl skills. up, but the character still cannot fit inside a car.
61-70% Faerie Wings: The Nightbane has a pair of colorful
or translucent insect-like wings on his back. The wings can be
like those of a butterfly, dragonfly, wasps, or some weird, styl-
ized faerie wing unlike anything found in nature. Bonuses:
+2D6 to S.D.C., + 1 to P.P., + 1D6 to Spd, can hover in mid-air,
flying speed is double the Spd attribute number, maximum alti-
tude is 15,000 feet (4572 m), +2 to dodge in flight, and each
wing has ID6xl0+ 11 S.D.C. (an attacker must make a "Called
Shot" at a penalty of -3 to hit a wing). Penalties: Impossible to
disguise, difficult to conceal wings, can not sit inside a vehicle
without crushing wings, and custom clothing may be required.
71-80% Wee Folk: The Morphus is like a fairy tale book elf
or leprechaun. The build is human, but slight and delicate, the
ears pointed, the face attractive and cute, the clothing like that of
a fantasy ranger or jester, complete with a Robin Hood style hat,
feather and all. Weight is 15 pounds (6.75 kg) per foot (0.3 m)
of height in Morphus, and the Nightbane might be mistaken for
a doll or a child. There are no faerie wings, but the Morphus is
very nimble and fast. Bonuses: + 1 to M.A., + 1 to P.P., + 1D6 to
Spd, +4D6 to P.P.E., +2 dodge, can leap three times his height,
can slip through small openings, and +15% to Acrobatics,
Climb, Escape Artist, Gymnastics, Palming, Pick Lock and
Prowl skills. Penalties: -1D4 to Horror Factor, P.S. punch and
kick damage (Supernatural or not) does half, disguise is impos-
sible, and custom clothing, children's or even doll clothing are
necessary to change the character's appearance.
81-90% Ogre Warrior with a Magic Weapon: The
Morphus is an ogre clad in a loincloth and leather straps, a pair
of gauntlets and armed with a large, wicked looking melee
weapon that glows of magic (a battle axe, sword, morning star,
mace, or club are most common; regardless of what it is, the
weapon does 4D6 damage). This weapon may be lent to others, Infernal Table
dropped, or stolen, but it will disappear when the 'Bane
switches back to Facade form and reappear with him when he This character may have been fascinated with mythology and
assumes his Morphus the next time. The weapon is a living part tales about demonic supernatural beings. Or he may believe
of the character. Bonuses: +2D4x10 to S.D.C., +2 to P.S., +1 to himself to be cursed, possessed, unwanted, unloved, or just plain
P.E., increase size by 20%, + 1 to Horror Factor, and the weapon "bad." In the latter cases, an abusive parent or guardian might
does double damage to Night Princes, Nightlords and demons. have constantly told him he was bad, or that he had the devil in
Penalties: Very tall, double weight, -1 to P.B., the face and him, or always rejected him. Thus, this Nightbane may struggle
voice is that of a brutish Ogre, all of which make disguise and with his dark side and struggle against becoming evil, or he may
seek to destroy evil, or he may embrace and become evil. If this

91
Morphus table is selected or randomly rolled, the player may truding from the forehead, and the legs and cloven feet of a
elect to change his alignment to Anarchist, Aberrant or Miscre- goat. Bonuses: +1D6x10 to S.D.C., +1 to P.P., +2D4+4 to Spd,
ant. Note: Holy Weapons inflict 50% more damage to all char- can leap 12 feet (3.6 m) high and across (double with a running
acters rolled up on the Infernal Table, and they are likely to start), +10% to balance, +1D6 damage to all kick attacks and +1
want to avoid churches and sacred places. to Horror Factor. Penalties: Impossible to Disguise and engage
01-10% Demon Claw: The Morphus gives the character a in Undercover Ops, and likely to require custom-made clothes.
demonic appearance: The face is an evil or twisted version of 41-50% Fire & Brimstone: The Morphus is a humanoid
his own, the skin is a gray, pale white, sickly green, or red color, with a pair of small horns, dry, cracked yellow or tan skin, and
1D4 small horns appear in the center of the forehead, 1D4 larger flaming red hair. Heat vapors rise from the head and shoulders
horns protrude from the temples or top of the head, another and radiates with the faint smell of brimstone which is a combi-
small or medium sized hom protrudes from the jaw, the eyes nation of garlic, burning flesh and rotten eggs. Even as a faint
glow when angry, and the voice is distorted in a strange and smell it can be nauseating, and everyone within a 20 foot (6.1
frightening manner (raspy, unnaturally deep, or sounds like he is m) radius must roll a 10 or higher to save vs nausea. A failed
gargling while speaking). However, the most startling change is roll means the character's stomach is queasy and any sudden
the hands and forearms are ugly, gnarled limbs, with skin like movement has a 50% chance of making him throw up. When
dry leather and long, withered fingers that end in six inch (0.15 this 'Bane is angry or in combat, the stench intensifies and those
m), blade-like claws. A pair of medium-sized horns also pro- around him must roll a 16 or higher every minute of exposure or
trude from the shoulders. Bonuses: +1D6xl0 to S.D.C., +1 on suffer from nausea and vomiting. A failed save means the victim
initiative, + 1 to strike and parry, +2D6 to damage with a claw is -1 on all combat rolls, -10% on skill performance, and reduce
attack in addition to Supernatural P.S. punch damage, can parry Spd by 50% (going any faster causes vomiting). Vomiting
blades and other weapons with bare hands without injury, +2 to causes the victim to lose initiative and 1D4 melee attacks. Bo-
Horror Factor but only when speaking, and +5% to Interrogation nuses: +5D6 to S.D.C., resistant to heat and fire (half damage),
skill. Penalties: -1D4 to P.B., -25% to all skills requiring a deli- impervious to foul odors, gas, and airborne toxins/poison, +4 to
cate touch or nimble fingers, as well as those requiring charisma save vs all other types of poisons, and+ 1 to Horror Factor. Pen-
and trust such as Barter and Seduction, and -40% to Disguise alties: -1D4 to M.A. and P.B. This character literally stinks of
and Undercover Ops. death and brimstone, Disguise and Undercover Ops are impossi-
11-20% Shadow Demon: The Morphus is humanoid with ble.
dark gray skin, a pair of bull-like horns that project from the 51-60% Demon Eyes: The Morphus is a red-skinned devil,
forehead and dark eyes that glow red at the center when angry with medium-sized horns projecting from the forehead, demonic
or in combat. Even in broad daylight or under a spotlight, deep features, forked tongue, and a devil's tail. The most distinguish-
shadows creep and crawl across his body as if they were alive, ing feature is the Nightbane's eyes which are capable of a chill-
and they always obscure half to two-thirds of the Nightbane's ing gaze, as if he were looking into your very soul. Eye color is
face and body, making it impossible to discern his entire fea- typically a glacial blue, smoldering red or purple, or dead black.
tures or clearly identify what he may be holding or wearing. Bo- Bonuses: +5D6 to S.D.C., +2 to Perception Rolls, + 10% to in-
nuses: +2D6 to S.D.C., suffers half damage and effect from timidation, Interrogation and Seduction rolls, + 1 to Horror Fac-
magic and Talents involving shadows and darkness, +20% to tor, perfect, 20/20 vision, Nightvision 2000 feet (610 m), see the
Escape Artist, Concealment, and Palming skills, +20% to Prowl invisible, see aura (same as the psionic ability) and cannot be
and Tailing but only in darkness, and + 1D4 to Horror Factor. magically or psionically blinded. Penalties: Blinded by intense,
Penalties: -1D4 to M.A., -1 to P.B., -20% to Prowl in well lit bright light, Disguise and Undercover Ops are impossible, and
conditions, -30% to all skills requiring charisma and trust such the character always has a sinister or dangerous expression on
as Barter and Seduction, and impossible to Disguise and Under- his face; -1D4 to M.A.
cover Ops. 61-70% Mark of the Profane: The Morphus is a burly
21-30% Feral Monster: The character looks rather like a demon with brownish-gray skin covered in scars and the symbol
minotaur, with a pair of large ram or bull horns, red, gray or of an upside down cross as if it were carved or branded into his
black skin, muscular arms and upper body, hairy legs, and a face flesh. These markings of the "profane" cover his entire body, in-
that is more like that of a rabid, wild animal (goat or bull) than cluding the head and neck, and a pentagram is etched across his
human. The character almost always looks angry or upset, with full chest and back. Bonuses: +3D6xl0 to S.D.C., Natural A.R.
teeth clenched, furrowed brows, flared nostrils, and a voice that of 11, +1D4 to P.S., +1D4 to Horror Factor, +3 to save vs magic
is more like a growl. Bonuses: +2D4x10+16 to S.D.C., +1D6 to that involves mind control, domination or pain, + 1 to save vs all
P.S., + 1 to P.E., + 13% to intimidate others, + 13% to Interroga- other types of magic, inflicts 50% greater bite, punch, and claw
tion skill, a bite attack does 2D4 damage, head butt does 2D6 attack damage to Guardians and supernatural beings of light.
damage plus the usual P.S. punch damage, and+ 1D4 to Horror Penalties: Holy symbols have a Horror Factor of 13 (usual ef-
Factor. Penalties: -1D4 from M.E., reduce Spd by 10%, double fects), Holy Weapons inflict double damage, and dislikes and
weight, increase size/height 20%, impossible to disguise and en- distrusts clergy, angelic beings, Guardians, and gods oflight.
gage in Undercover Ops, and likely to require custom-made 71-80% The Mask of Darkness: The Morphus appears
clothes. mostly human, only the face is covered with what appears to be
31-40% Cloven Hooved Beast: The Morphus is reminiscent a strange or exotic and elaborate mask, plus the body is covered
of the classic devil image, that of a humanoid with red skin, in black, dark gray or blood red patterns that wrap around the
snake eyes, black hair, a small pair of goat or ram's horns pro- arms, legs and torso. The mask is often leather and demonic or
92
monstrous in appearance with horns, spikes, fins, or ribbing, but
it may also be made of feathers, or strips of cloth, or porcelain.
The mask conceals the character's identity and cannot be re-
moved. Inscribed on the Nightbane's chest or back as well as
the shoulders or forearms is a strange symbol which the 'Bane
believes marks him as an agent of destruction - a deathbringer
to the Nightlords. Bonuses: +2D6xl0 S.D.C., +2D6 P.P.E. per
level of experience, + 1 to all saving throws, and attacks leveled
by the 'Bane at Night Princes, Nightlords and demons inflict
50% more damage. Penalties: -2 from M.A., impossible to Dis-
guise and engage in Undercover Ops.
81-90% Burning Soul of Hell: The Morphus is a humanoid
whose skin seems to be composed of, or covered with, hot coals.
This makes the skin a hard, blotchy and mottled ash gray color
with bits of glowing red from hot embers. Flakes of ash drop
from the character when he moves quickly, the air visibly shim-
mers around him from heat vapors, and he bums to the touch.
Only the palms of his hands, the underside of his fingers, soles
of his feet, and the front and cheeks of his face are not hot but
the rest bums like hot coals, as does his inner spirit, making
most Nightbane with this Morphus hot-tempered, aggressive
and quick to action. Bonuses: +2D6x10 to S.D.C., Natural A.R.
12, + 1 on initiative, impervious to heat and fire (including
magic fire; no damage), and +2 to Horror Factor. Burning touch
does 1D4 damage, burning punch does 2D6 damage plus Super-
natural P.S. damage. When others punch/touch the character
even for a moment, they are burned and suffer 1D4 damage. To
grab and hold the Burning Soul inflicts 2D6 damage per melee
action (i.e. every 3 seconds). Penalties: Increase weight by 30%
and size by 10%, water, ice and cold attacks inflict double dam- Rolls, + 1 on initiative, + 1 to save vs mind control, possession
age, rain does 1D6 damage per melee round, being immersed in and illusions, +1D4x10+26 S.D.C., +1 to M.A. and P.B. attrib-
water does 6D6 damage per melee round when in this Morphus utes. Penalties: Double weight in Morphus form, cannot swim
form; no damage in Facade, but probably doesn't care for water. (sinks like a rock) and -10% to skills like Acrobatics, Gymnas-
tics, and Climbing.
91-00% Living Weapon: The Morphus appears as demonic
humanoid with jet black skin, fangs, glowing eyes, clawed fin- 11-20% Arsenic: Appears as a thick, bulky humanoid that
gers, and a pair of large horns. The Nightbane's entire body is a seems to be made of living rock - rock formed from hundreds of
living weapon. The shoulders are covered in 2D4+2 spikes, porous, metallic balls fused together, giving the surface a
blades, or horns, blade-like fins line the forearms, the fingernails lumpy, bumpy texture; brownish-gray to gray in color. Bo-
and toenails are sickle-shaped claws, the teeth are pointed and nuses: +6D6+ 12 S.D.C., + 1 to P.E. attribute, and +2 to Horror
the canines are fangs. A single bone-like stabbing blade can be Factor. Clawing, biting and any attack by the Nightbane that
extended from the right forearm to be used as a short spear or cuts or stabs an opponent with the character's mineral body does
sword. Moreover, 1D4+ 1 long strips of flesh hang from the left the usual damage plus 2D6 damage from poison. Furthermore,
forearm. At the end of these strips are needle-sharp barbs that the 'Bane can scrape grains of arsenic off his body to use as in-
can be used like a whip to lash at the enemy, entangle, or climb gested poison typically mixed into food or drink. Anyone who
like a whip. 1D4 spikes jut from the knees. Bonuses: +3D6 to eats arsenic suffers 3D6 damage direct to Hit Points. A
S.D.C., + 1 attack per melee, + 1 to parry, disarm and entangle, Nightbane made of arsenic is also impervious to poison, + 3 to
+2 to pull punch.+ 1D6 damage to melee attacks using any body save vs toxins and drugs, and resistant to fire and heat (does half
weapon, bites do 2D6 damage,+ 1D4+ 1 to Horror Factor. damage). However, when heated the character exudes the smell
of garlic which is repugnant to vampires, W ampyrs, were-beasts
and select other supernatural beings, and holds them at bay for a
Mineral Table II 20 foot (6.1 m) radius around the Mineral Nightbane. Penalties:
Triple weight in Morphus form, cannot swim (sinks like a rock)
Note: All mineral Morphus forms make the character imper-
and -15% to skills like Acrobatics, Gymnastics, and Climbing.
vious to the vampire's bite and mind control.
21-30% Emerald/Tourmaline: The character appears to be
01-10% Amethyst Crystal. The character appears to be a
a sleek humanoid composed of rich green, translucent emerald
sleek humanoid composed of purple, translucent and prismatic
or tourmaline crystal. Facial features are obscured as the face
amethyst crystal. Facial features are obscured as the face ap-
appears to have been cut from one giant gemstone or made up of
pears to have been cut from one or more giant gemstones.
several. Among mages and healers, green crystals are believed
Among mages and healers, amethyst is said to have a property
beneficial to the healing process anti-poison. Bonuses:
to improve powers of intuition. Bonuses: +3 to Perception
93
+2D4x10 S.D.C., +1D4 P.E., +3 to save vs poison and toxins, flecks of bronze crystals and/or streaks. The body is heavy,
+ 1 to save vs disease/illness, plus the 'Bane can heal others, re- weighing 6x more in his iron Morphus than his Facade. Facial
storing 4D6+6 S.D.C. or Hit Points twice per 24 hours, or com- features are smoothed out and unidentifiable. Bonuses:
pletely negate poison (restoring all lost H.P./S.D.C. from +2D6xl0+40 S.D.C. +1D6 to P.S., +2 to Horror Factor, +3 to
poison). When the healing touch is used, the emerald hand punch and kick damage (in addition to P.S. bonus). Blunt at-
glows as if there were a light inside the palm and radiates tacks, bullets, projectiles, impacts and explosions inflict half
through the forearm. Penalties: Double weight in Morphus damage, and bullets and projectiles bounce off the iron body;
form, cannot swim (sinks like a rock), -10% to skills like Acro- fire and heat do half damage, and the character can parry weap-
batics, Gymnastics, and Climbing, and reduce Spd by 10%. ons and fiery torches with his bare hands. This is a highly mag-
31-40% Gold: Appears to be a man made of solid metallic netic iron mineral, thus any iron or steel weapon or object that
gold. The body is sleek, smooth, lustrous gold and the character touches his body is held fast to it and requires a P.S. of 24 or
weighs lOx more in his golden Morphus. Facial features are greater to pull it free. The Nightbane can momentarily cancel
smoothed out and unidentifiable. Bonuses: +2D6x10+12 S.D.C. the magnetic field to release any metal object attached to him,
+1D4 to P.S., +6 to punch and kick damage (in addition to P.S. and can make any metal object within 6 feet (1.8 m) come to
bonus), electricity does no damage (goes right through him), him, and one can be made to fly right into his hand (maximum
blunt attacks, bullets, projectiles, impacts and explosions inflict weight 20 lbs/9 kg per object, and it must have sufficient
half damage, bullets and projectiles become imbedded in the iron/steel content). The character can also affix himself to
soft gold mineral, but can be easily plucked out without any ad- iron/steel, enabling him to stand, walk and hold onto vehicles,
ditional damage and a few minutes after being removed, the in- boxcars, and even rockets or the hull of ships. This enables him
dentation smooths over to leave no mark/scar of any kind. Fire to scale such structures or affix himself to them with such force
and heat do full damage. Penalties: Heavy as lead, the gold that a combined P.S. of 50 is necessary to pry him loose. Al-
character's weight may be a problem in certain situations, he ways knows where north is located, +20% to Navigation skills,
cannot swim while in the gold form (sinks like a lead weight) +5% to Land Navigation. Penalties: A heavy material, the iron
nor perform Acrobatics or Gymnastics, -40% to Climbing skill character's weight may be a problem in certain situations, he
and reduce Spd by half. cannot swim while in the iron form (sinks like a rock) nor per-
41-50% Orpiment: Appears to be a man made of a rich form Acrobatics or Gymnastics, -30% to Climbing skill (unless
lemon yellow, prismatic crystal that resembles amber with many using magnetic powers on steel) and reduce Spd by one third.
fine fracture lines running through it. The body is sleek, chis- 71-80% Silver: Appears to be made of a sleek, lustrous, me-
eled, smooth, lustrous, facial features are smoothed out and un- tallic silver. Facial features are smoothed out and unidentifiable.
identifiable/nondescript and weighs 3x more in Morphus. A Bonuses: +2D6x10+6 S.D.C. +1 to P.S., +3 to punch and kick
sulfide mineral, the Orpiment Morphus is impervious to the ef- damage (in addition to P.S. bonus), electricity does no damage
fects of stench and other powerful odors, and when heated (goes right through him), blunt attacks, bullets, projectiles, im-
smells of garlic, which is repugnant to vampires, wampyres, pacts and explosions inflict half damage and bounce off his
werebeasts and select other supernatural beings, and holds them body, and the character can parry weapons with his bare hands.
at bay for a 20 foot (6.1 m) radius around the Mineral Fire and heat do full damage. The punches, kicks and other at-
Nightbane. Among mages and healers, yellow crystals represent tacks from a Nightbane made of silver inflict double damage to
inspiration. Bonuses: +1D6x10+6 S.D.C., +1D4 M.A. (radiates vampires, werebeasts and other beings vulnerable to silver. Fur-
warmth and genuineness), +1 to M.E., +1 to P.B., impervious to thermore, such beings view him with apprehension and fear,
stench and airborne toxins, and + 1 to save vs poison and toxins giving the silver character +2 on initiative and+ 1 to strike, parry
of all kinds. Penalties: Triple weight in Morphus form, cannot and disarm when battling such creatures. Penalties: Heavy 8x
swim (sinks like a rock), -15% to skills like Acrobatics, Gym- normal weight, the silver character's weight may be a problem
nastics, and Climbing, and reduce Spd by 20%. in certain situations, he cannot swim while in the silver form
51-60% Iron: Hematite: Appears to me made of smooth (sinks like a rock) and is -20% to perform skills such as Acro-
gray, black or brownish-red iron. The body is heavy, weighing batics, Gymnastics, and Climbing, and reduce Spd by one third.
x6 more in his iron Morphus than his Facade. Facial features are 81-90% Clear Crystal/Quartz. The character's body ap-
smoothed out and unidentifiable/nondescript. Bonuses: pears to be covered in clear, translucent crystal rods sticking out
+3D6xl0+66 S.D.C. +1D6 to P.S., +2 to P.E., +2 to Horror Fac- of his flesh, face and skull (+2 to Horror Factor), or he may ap-
tor, +4 to punch and kick damage (in addition to P.S. bonus), pear to be made entirely of cut, clear crystal (+ 1 to H.F.). He
and +3 to roll with impact. Blunt attacks, bullets, projectiles, im- may also have a crown, horns or mane of crystals on his head
pacts and explosions inflict half damage, and bullets and projec- instead of hair, and the face is covered and distorted by crystals
tiles bounce off the iron body; fire, heat and extreme cold do as to conceal his human identity. Resistant to fire and heat, and
half damage, and the character can parry weapons and fiery the character can parry weapons with his bare hands. Bonuses:
torches with his bare hands. Penalties: A heavy material, the +1 to P.S., +3 to damage, + 1 to Perception Rolls,+ 1 to save vs
iron character's weight may be a problem in certain situations, psionic attacks, + 1D6x10+30 S.D. C., impervious to laser at-
he cannot swim while in the iron form (sinks like a rock) nor tacks, half damage from electricity and other energy attacks,
perform Acrobatics or Gymnastics, -30% to Climbing skill and blunt and projectile attacks do full damage, and the Clear Crys-
reduce Spd by half. tal Morphus can see and attack Astral Beings, the clear crystals
61-70% Iron: Magnetite: Appears to be a man made of ei- of his body able to inflict damage to Astral Being with punches,
ther smooth, dark gray metal/iron or a grainy black rock with kicks, and any crystalline weapon. Can form one crystalline

94
weapon from his hand, typically a rod or sword-like weapon that speck of light in the center or, 51-00% one eye dangles from an
does 2D6 damage (+1D6 to Astral Beings). Penalties: Double empty socket by its nerve ending and bobs and swings when the
weight in Morphus form, cannot swim (sinks like a rock) and Nightbane moves. Either way, the Nightbane can still see, even
-10% to skills like Acrobatics, Gymnastics, and Climbing. out of an empty socket. Bonuses: +2D6 S.D.C., + 1 on Percep-
91-00% Uraninite: Appears as a normal sized humanoid tion Rolls, +2 to Horror Factor. Penalties: -1 from P.B. and -2
that seems to be made of living rock - rock formed from hun- to dodge.
dreds of granular habits/balls fused into stone, giving the surface 41-50% Raw Meat: This Nightbane appears to have no skin,
a lumpy, bumpy texture; a dark, charred grey or black color with revealing bare, raw muscle. Cold and wet to the touch, and
a few small specks of yellow that look like chip marks. Highly sweats a mixture of blood and ooze; makes a disgusting squish-
radioactive. Resistant to fire and heat (half damage) and can ing sound when pushed/slapped/struck. Bonuses: +3D6 S.D.C.,
parry weapons and fiery torches with bare hands. Bonuses: + 1D4 to P.S. and + 1D4 to Horror Factor. Penalties: -1D4 to
+2D4x10 S.D.C., +1 to P.S., +4 to punch and kick damage (in P.B., Disguise and Undercover Ops are impossible (makeup
addition to P.S. bonus), impervious to radiation, burning won't stick and causes irritation), the moist blood and ooze
touch/fire fist - no flame but radiates heat from the hands to in- slowly stains any clothing until they are saturated, and -10% to
flict 2D6 damage per attack. Can fire heat blast up to 20 feet Climbing and Prowl.
(6.1 m) inflicting 2D6 damage. Penalties: The character weighs 51-60% Nightmare Pet: Roll once on the Animal Form Ta-
1Ox more in his Mineral Morphus. Heavy as lead, the Uraninite ble, or choose a common type of animal for this Stigmata. Dogs,
character's weight may be a problem in certain situations, he cats, rats/rodents, birds, toads and snakes are all common. The
cannot swim while in the mineral form (sinks like a rock) nor head and/or head and front half of the body appears to grow out
perform Acrobatics or Gymnastics, -50% to Climbing skill and from the neck, shoulder or chest of the Nightbane. The animal is
reduce Spd by half. often (01-66%) without fur, adding to the grisly appearance and
acts and reacts like a living independent animal. It growls,
Stigmata Table III barks, hisses, squawks, and snaps at adversaries as if it were a
loyal pet or attack animal. Get too close and you'll get hurt. Bo-
Mockingly named after the "sacred wounds" said to appear nuses: +4D6 S.D.C., + 1 attack per melee, + 1 on initiative and
on saintly people, stigmata are among the most disturbing defor- + 1D4 to Horror Factor. The animal's bite/attack does 2D6+2
mities among the Nightbane. Most appear as an open wound or damage. The animal is + 3 to strike, dodge and pull punch/bite
grievous injury that never closes or heals; most weep or seep. (these do not apply to the character's combat bonuses). Pen-
01-10% Splitting Headache: The Nightbane's head has alties: -2 from P.B., -25% to Prowl and Swim, Disguise and Un-
been split open and spread apart in two pieces! It may look like dercover Ops are impossible, custom-made clothing may be
a sword or axe cleaved the entire head down the middle, or like required.
a small bomb blew a sizeable chunk out of his skull, to expose 61-70% See No Evil, Speak No Evil: The 'Bane eyes are
his brain and splatter blood and gore across his face, neck and sewn closed and the mouth is also sewn shut though a bit loose
clothing. If split in half, the head is divided down the middle, so the character can speak in a muffled mumble, as well as
stopping at the jaw/chin so the two halves are spread apart in a groan, hiss and growl. Although the eyes are sewn shut, the
V-shape and wobble when the character runs. Bonuses: +3D6 character can still see as normal. Bonuses: + 1D6 S.D.C., cannot
S.D.C., + 1 to I.Q., and + 1D4 to Horror Factor. Penalties: -2 be blinded by any means, + 1 to save vs illusions, and+ 1 to Hor-
from P.B. and Disguise and Undercover Ops are impossible. ror Factor. Penalties: Cannot shout nor speak loudly nor clearly
11-20% Dangling Intestines: The abdomen appears to have (-10% to all skills requiring clear speech and presentation), spell
been slashed open, causing some of the intestines to spill out casting (if applicable) takes twice as long, and -1 from P.B.
and dangle from the grievous wound. The wound and the intes- 71-80% Third Eye: A third eye is located in the center of
tines constantly drip blood, leaving a highly visible trail wher- the forehead, it weeps silent tears whenever it witnesses acts, or
ever the Nightbane goes. Only enough, though uncomfortable the results, of torture, disfigurement and cruelty. Bonuses:
and gruesome looking, the 'Bane does not suffer blood loss or Nightvision + 1000 feet (305 m), +2 to Perception Rolls, +10%
pain. Bonuses: 2D6 S.D.C., +1 to P .E., + 1 to Horror Factor, and to Tracking and Tailing skills, and the 'Bane can see the invisi-
the 'Bane can actually use his intestines to entangle or strangle ble (as per the psionic power) at will. Penalties: -1 from P.B.
an adversary, using them like a rope, or to climb (+5% skill bo- and -30% to Disguise and Undercover Ops.
nus). Penalties: Reduce Spd by 10%, and -30% to Disguise, 81-90% Horrific Acne: The worst acne you have ever seen.
Prowl and Undercover Ops. The Nightbane's face, neck and most of his body is covered in
21-30% Outer Veins: Every blood vessel that would nor- thousands of large, infected zits that pop and ooze pus or blood
mally be an inch under the character's skin is seen just under the whenever bumped, struck or scratched. Otherwise the skin is
surface of his pale skin. Countless lines of blue and purple veins pockmarked and lumpy. Bonuses: +2D6 to S.D.C. and+ 1D4 to
cover the body from head to toe, pulsing with every heartbeat. save vs disease/infection. Penalties: -1 to P.B., -40% to Dis-
Bonuses: +3D6 S.D.C. and+ 1 to Horror Factor. Penalties: -2 guise and Undercover Ops.
from P.B., -20% to Disguise and Undercover Ops. 91-00% Crushed: Some part of the Morphus looks like it
31-40% Missing Eyeball: The face of the Nightbane looks has been crushed beneath a heavy weight or vehicle. The
battered and beaten, is covered with bruises and swollen lumps, crushed portion of the body is flat or mangled, has broken and
but the most gruesome aspect is one of the eyes seems to be shattered bones sticking out through the skin at several spots,
missing. 01-50% The eye socket is empty except for a tiny, eerie and cuts and tears in the skin are constantly dripping blood and
95
ooze. Bonuses: +6D6 S.D.C., + 1D4 to roll with impact, and 01-20 % Partial Skeleton Form: The Morphus is a human
+ 1D4 to Horror Factor. Penalties: -1 to P.B., and -40% to Dis- body half stripped of its flesh and muscle. Half the face is skele-
guise and Undercover Ops. If a leg or foot is crushed, the char- tal and the lower body or one side of the body, or the four limbs
acter walks with a limp and reduce Spd by 20% . If a hand or are skeletal. Bonu ses : + ID4xl0 S.D .C., the ' Bane takes half
arm is crushed, reduce all combat bonuses (for that limb) by damage from bullets and other piercing attacks. In addition, if a
half: likewise, skill performance for all requiring the use of a limb is severed it can be reattached simply by placing it back on
hand is reduced by half the body. Thi can even be done with the head if the ightbane
survives the damage done! + I D4 to Horror Factor. Penalties:
- 1D4 from M.A. , -40% to Disguise and Undercover Ops, - 10%
to Prowl.
21-40% Wa lkin g Co rpse: The Morphus is the classic zom-
bie - a human that looks dead and half decayed, with putrefied
flesh, sunken eyes, and a body in any state of advanced decom-
position. Tattered clothing is optional. Bonu ses : + I D6x I 0
S.D.C. , the 'Bane takes half damage from bullets and other
piercing attack . In addition, if a limb is severed it can be reat-
tached simply by placing it back on the body. If the head i de-
capitated or destroyed , the ightbane dies. + 1D4 to Horror
Factor. Penalti es : Has a craving for brains (animal or human),
reduce Spd by 30%, -15% to Prowl (shuffling wa lk), -1D4 on
initiative, -I from l. Q. and - ID4 from P.B.
41-60% Walkin g Mummy: The Morphus is a human body
that is wrapped in linen strips of cloth, leaving only a slit for the
eyes and mouth. Under the linen wrapping is a shriveled, desic-
cated corp e. Bonu ses: +2D4xl0 S.D.C., Natural A .R. II , + l to
P.S., never hungers, thir ts, or fatigue , + I to Horror Factor.
Penalties : Reduce Spd by 10% , -I 0% to Prowl (shuffling walk),
and fire does 50% greater damage.
61-80% Va mpiric Nature: The Morphu is the class ic hand-
some human vampire: Pale, flawless skin, smoldering eyes, cool
to the touch, strong, a pair of fang , and no reflection in a mirror
(cannot Mirror Walk or use other Mirror Magic, but is +5 to
save vs Mirror Magic leve led against him). Bonuses:
+2D4xl0+ 13 S.D.C., atural A.R. 10, + 1 to M .A., + 1D6 to
P.S., +2 to P.B., + 1D4 to Spd, can leap 10 feet (3 m) high and
15 feet (4 .6 m) across, + 10% to Climbing and Prowl sk ills,
+ 20% to Seduction skill, bite attack does 1D6 damage, and + I
to Horror Factor. Penalties : -2 to M.E., weapons made of wood,
Undead Table silver or Holy Weapons inflict double damage, di likes water,
especially large bodies of water (-20% to Swimming), hates
This Morphus may manifest if the character has been trauma-
sunlight and can only see 200 feet (61 m) in daylight (double
tized by a near-death experience, the pas ing of someone close
distance with sunglasses). Note : Craves blood! Yes, j u t like a
to him , or he comes from a war-tom nation or other setting
real vampire, thi ightbane loves the taste of fres h, warm
plagued by death. On the other hand, the character may have
blood , and drinking I 0 ounce re to res 104 Hit Points and 2D4
been fascinated by death , dying, the afterlife, immortality, zom -
S.D .C. (6 ounces of blood from a Night Prince or ightlord re-
bies, vampires and other undead. Lastly, he may have felt his
stores I D6 Hit Points and 3D6 S.D.C. !). Whether one considers
life wa a dead end, he toiled like a mindless zombie, or, con -
this ability a bonus or a curse/penalty varies with the indiv idual
trarily, longed for immortality. Most Nightbane with this
and alignment. Cannot turn into a bat or wolf, nor create and
Morphus have little or no fear of death and orne even believe
command other vampire , nor mind control people.
they are immortal or eternal champions. Note: All Undead
ightbane have absolutely no life signs (e.g. no pulse or respira- 81-00 % Nosferatu Va mpire: The Morphus i a demonic
tion , etc .), and the body gi ves off no heat. Though the ightbane vampire with an ugly face , oversized cranium , large pointed
is not truly "undead," he or she is immune to the effects of ex- ears, sunken eyes, pale skin with a yellow or green hue, long,
treme cold and heat, does not need to breathe, and is impervious slender fingers that end in long, claw-like fingerna ils, and a thi n
to the bite and mind control of vampires and other undead crea- body, like a desiccated corp e. Bonu ses: +2D4x 10+36 S.D.C.,
tures, and will not be attacked by zombies unless he attacks atural A.R. 12, ..J...2D4 to P.S. , +2 on Perception Rolls,
them first. ightvision 2,000 feet (610 m), detect the scent of blood up to
3,000 feet (914 m) away and can track it to its source (82% ski ll

96
proficiency), +20% to Climbing, Escape Artist, Prowl and Se- can be used to pick up and carry items, open doors, flip
duction skills (as is applicable) in darkness, +2D6 to claw strike switches, climb, entangle and even wield a melee weapon to
plus Supernatural P.S. damage, bite attack does 2D6 damage, strike or parry though with a penalty of -2. Bonuses: + 1 ac-
and +2 to Horror Factor. Penalties: -3 to M.E., weapons made tion/attack per melee, +2 to entangle, +10% to Climbing. Pen-
of wood, silver or Holy Weapons inflict double damage, being alties: Increase weight by 5%, hair cannot use modern
impaled through the heart puts the character in a coma (stasis), weapons/guns, or a bow and arrow, and -20% to Disguise and
hates water (it stings the flesh), especially large bodies of water Undercover Ops.
(cannot swim), hates sunlight which hurts the eyes and blisters
31-40% Elephant Trunk: The Morphus is a human with
unprotected skin, can only see 100 feet (30.5 m) in daylight
leathery gray skin and an elephant's trunk somewhere on the
(double distance with sunglasses). Note: Craves blood just like
body: 01-25% on the face in place of the nose, 26-50% on the
a real vampire. Drinking 8 ounces of fresh, warm blood restores
side or back of the head, 51-75% chest, and 76-00% back, be-
1D6 Hit Points or 2D6 S.D.C. (6 ounces of blood from a Night
tween the shoulder blades. If some body location other than the
Prince or Nightlord restores 2D6 Hit Points and 6D6 S.D.C.!).
nose, the trunk is an additional nose built into an elephant's
Whether one considers this ability a bonus or a curse/penalty
trunk. The trunk can be used to breathe through and used under
varies with the individual and alignment. Cannot turn into a bat
water, like a snorkel, and is prehensile like a tentacle. The trunk
or wolf, nor create and command other vampires, nor mind con-
has a P.S. of 1D6+15, P.P. of 1D4+14, and can be used to entan-
trol people.
gle, pick up and carry items, open doors, flip switches, climb,
and even wield a melee weapon to strike or parry though with a
Unnatural Appendages penalty of -4. Bonuses: +3D6+3 S.D.C., +1 action/attack per
melee, +2 to entangle, +5% to Climbing skill, can hold breath
& Limbs Table for 1D4+6 minutes, has a keen sense of smell, and+ 1 to Horror
Factor. Penalties: Increase weight by 10%, trunk cannot use or
This Morphus may manifest if the character has felt like an fire modern weapons and Disguise and Undercover Ops are im-
outsider, clumsy or awkward, or if the character always wanted possible if the trunk replaces the nose or is located on the head,
to be exotic and special. -30% if it is located on the body.
01-10% Chains: The Morphus has 1D4+1 chains made of 41-50% Mandibles: The mouth is replaced with a pair of
metal, vertebrae bones, sinew, intestines, or plant vines. 01-50% mandibles like those of a giant ant or termite. Bite attacks do
the chains are attached to the character's flesh by hooks and 3D6 damage (to a living opponent or inanimate objects/doors),
pins, or 51-00% seem to grow right out of his body. Each can and the character can chew through wood, plaster, fabric, rubber
lash out on its own like a tentacle or whip to strike (does 2D6 and plastic with relative ease. Bonuses: + 1 attack per melee, +2
damage), entangle, wrap around and hold an opponent or be to strike with bite attacks, and + 1 to Horror Factor. Penalties:
used to climb. Each can move as if it were a living part of the Impossible to Disguise or engage in Undercover Ops, -2 to P.B.,
Nightbane's body and is 2D4+4 feet (1.8 to 3.6 m) long. Ex- has a poor sense of taste, and can NOT damage or chew through
tremely long lengths of chain may wrap around the body when metal, stone, concrete or ballistic material.
not in use, or drag along the floor (which can have a dramatic
effect). Bonuses: +3D6 S.D.C., +1 attack per melee round, +1 51-60% Flexible Limbs: The Nightbane's arms, hands, fin-
to parry, +2 to disarm and pull punch, +3 to entangle, +25% to gers and legs are able to bend and twist as if they were made out
Climbing with the chains, and + 1 to Horror Factor. Penalties: of rubber or like the body of a snake. This enables him to bend
Increase weight by 10%, -10% to Prowl and Swimming, and in impossible ways. Bonuses: Automatically gets the Escape
-20% to Disguise and Undercover Ops. Artist skill at 80% proficiency (+2% per level of experience),
+5% to Pick Locks, Palming and Concealment skills (as appli-
11-20% Eye Stalks: The Morphus has 2D4 eye stalks pro- cable), can parry attacks behind his back as long as he can see
truding from the shoulders, neck, head, or back. The stalks are them coming. Penalties: Walks in a bobbing and swaying fash-
prehensile but only 1D4+6 inches (17 to 25 em) in length. The ion, reminiscent of an ape, -10% to Disguise and Undercover
stalks can look around 360 degrees at any given moment mak- Ops.
ing surprise attacks difficult. Each stalk has only 2D6+4 S.D. C.,
but if one is cut off, it will completely grow back within six 61-70% Dual Forearms and Hands on Each Arm: The
hours. Each has perfect, color vision. Bonuses: + 1 on initiative, Morphus causes the Nightbane's arms to split at the elbow into
+ 1D4 on Perception Rolls, + 1 to parry and dodge, + 1 to Horror two separate forearms. This does not grant an additional attack
Factor, and cannot be surprised as long as he can see around due to their unusual configuration, but it does allow the charac-
him. Penalties: Cannot see in the dark nor possess any other ter to simultaneously strike a single opponent with a two-handed
special optics, -2 to P.B._. and -40% to Disguise and Undercover weapon, use two light one-handed weapons or perform tasks
Ops, and cannot see (no bonuses apply) if they are covered up. that require two hands with one. For example, the Nightbane
could fire two revolvers, strike with two short swords, or use a
21-30% Prehensile Hair: The Morphus gives the Nightbane computer keyboard with one arm. Bonuses: +2D6 S.D.C., auto-
thick, long (1D4+2 feet/0.9 to 1.8 m) hair. The character has matically gets the WP. Paired Weapons skill, + 1 on initiative,
complete control over his hair and is able to section it off into as +2 to entangle, and + 10% to Climbing. Penalties: -1 to P.B.,
many as three clumps or braids, and use them as if they were impossible to Disguise or engage in Undercover Ops, and re-
tentacle-like limbs. Hair-limbs have a P.S. and P.P. of 10 and quires custom-made clothing.

97
71-80 % Snake Body: The Morphus turns the character's
lower body and legs into a long, prehensile serpent's body -
2D4+6 feet (2.4 to 4.3 m) long. Bonuses : + 1D6xl0 S.D.C., +2
to Horror Factor, moves like a snake and can rise up on its tail
like a cobra to tower over normal humans - + 1 on initiative, + 1
to strike, +2 to automatic dodge when this is done, and is + 10%
to climb trees and similarly shaped constructs. Penalties: - 1 to
P.B., reduce Spd 20%, reduce Spd by half when crawling across
a smooth surface uch as a polished floor, glass or ice, impossi -
ble to Disgui e or engage in Undercover Ops, and requires cus-
tom-made clothing.
81-90% Spider Legs: The Morphus turns the ightbane's
legs and lower torso into eight large, hairy spider legs. Bonuses:
+3D6 S.D.C. and +2 to Horror Factor. The legs are about as
long as the character's normal legs and enables him to wa lk up
the sides of walls and upside down on ceil ings, as well as wa lk
along rope and wires with ea e; automatically gets Acrobatics
and Climbing skill at 80% proficiency (+2% per level of experi-
ence), but only appl icable in Morphus form. Penalties: - 1D4 to
P.B ., reduce Spd 10%, reduce Spd by half when crawling across
a smooth surface, cannot climb smooth urfaces such as a pol -
ished floor or enamal painted walls, glass/w indows, or ice, and
impossible to Disguise or engage in Undercover Ops.
91-00% Additional Arms in Unusual Places: The
Nightbane has an extra pair of arms, but they are attached in an
unusual place such as on his chest, back, legs or similar odd
place. Bonu ses: + I to parry and entangle, and -2 to Horror Fac-
tor. Penalties: - 1 to P.B. , impossible to Di sguise or engage in
Undercover Ops, and req ui res custom-made clothing.

Unusual Facial
Features Table II
More face only a mother cou ld love ... or run away from in
terror.
01-10 % Heat Pits: Th is ' Bane has a sunken, discolored area
in each cheek, just below where the eyes would normally be
(even if he doesn't have eyes). The e pits are receptive to heat,
imilar to the type of snake known as a pit viper. Bonuses : Al -
lows the ightbane thermal vision at a range of 500 feet ( 152
m) and +2 to Horror Factor.
11-22 % Multiple Faces: The ightbane only has one head
with 1D4 additional faces on it. Each face points in a different
direction and each looks different (none look like his human Fa-
cade). Bonu ses: +2D6 S.D.C. , + I to Perception Rolls for each
additional face, can see in the back of his head and cannot be
surpri ed by attacks from behind or from the side, + I to parry,
+2 to automatic dodge, and +2 to Horror Factor.
23-35% Chest Face : The Morphus is such that the
ightbane appears to have no head! Instead the face either,
01 -50% is set in the center of the chest, or 51 -00% appears to be
stretched and nailed or hooked to the chest, stomach or across
the chest and stomach . The face is different from that of the Fa-
cade. Bonuses: +6D6 to S.D.C., + I to save vs toxic gases, and
+ I D4 to Horror Factor. Penalties: -2 from P .B., -I to Perception
Rolls, the ightbane must turn his entire body in order to look

98
ther deep and ominous or lyrical , in either case it is different
from his Facade vo ice, +2 to Horror Factor when the mouth is
open or the tongue is out. Penalties : - 1 from M.A. and P.B.,
Disguise and Undercover Ops are impossible (at least the min-
ute the ' Bane opens his mouth to speak).
69-78% Stran ge Ea rs: This Nightbane's ears are not those
of a normal human, but any of the following: 01 -20% large ca-
nine-like, 21 -40% large and pointed, 41 -60% pointed and has
lD6+4 peircings, 61 -80% tiny, flat and noticeable only when
one looks closely, 81 -00% literally elephant ears or something
large and alien looking (covered in spikes or spines, unusual
shape, etc.). Regardless of their appearance, they provide excep-
tional hearing, roughly equal to that of a dog. Bonu ses: +4 on
Perception Rolls involving sound and + 1 on initiative. Pen-
alties: - I from P.B., -20% to Disguise and Undercover Ops, and
high-pitched sound hurts the ears (-2 on initiative and no Per-
ception Roll bonus).
79-90% Metal Head: The Morphus gives the Nightbane a
face, neck and head that appears to be one of the following:
01 -25% robotic face and head. 26-50% metal plates are bolted
or fused seamlessly to the skin and bone of the face, head and
neck. 51- 75% the man in the iron mask - an iron helmet is
clamped around his head and locked tight. 76-00% a polished
metal face plate, reminiscent to the face plates used in samurai
armor is bolted to the head; it is probably gold, silver, or black,
and may have ornate designs etched into it, but it looks the most
human of the four possibilities. Bonu ses: The face and head
have ID6xl0+60 S.D.C., + 1 to save vs psionic attacks and pos-
session, and the mask cannot be removed by any means . Pen-
around, the face is vulnerable to stomach strikes, and Disguise alties : Disguise and Undercover Ops are impossible.
and Undercover Ops are impossible. 91-00% Wo rm Face: 2D6+ 13 worms or short tentacles (un-
36-45% Angel Face: The Morphus is an innocent and exqui- der one foo t/0.3 m) seem to grow from the flesh around the
site beauty (male or female) with warm eyes, and metallic gold mouth, chin and lower jaw, or across the forehead and around
hair. Bonu ses : +2D6 S.D.C., + ID4 to M.A. , + ID4+4 to P.B ., the eyes. All squirm and writhe constantly. Any that are killed
and + 15% to evoke trust and automatically gets the Seduction or cut off grow back in I D4 hours . Bonuses : +2D6 S.D.C., + I
skill at 72% proficiency (+I% per level of experience). Pen- on Perception Rolls, understands all languages at 60%, and
alties : Everyone notices this character which makes him or her + ID4 to Horror Factor. Distracting and disturbing to others who
-20% to Disguise, Prowl , Undercover Ops, Palm, Concealment are close enough to see them and such people are -5% to skill
and Escape Artist. performance and -1 to strike the Nightbane. Penalties : -1 to
46-55% Masked Face: The structure of the Nightbane's face M.A., - I D4 to P.B., and Disguise and Undercover Ops are im-
is such that it looks like the character is wearing an artificial possible.
mask made of leather, fabric , ceramics/porcelain, or plastic. The
" mask" can look like just about anything and may have no
discernable features (a blank face), distorted features (huge
Victim Table
nose, large pointed ears, bird ' s wings for ears, etc.), horns, Most of these Nightbane were (or perceive themselves as
pikes, metal studs, feathers, and so forth. Bonuses: The artifi- having been) victims of circumstance, abused, tortured, ne-
cial appearance of the Masked Face means unless the character glected or unwanted, or they may simply feel helpless or vulner-
has some other deformity or weird feature, most bystanders will able. Such Morphuses generally appear to be frail and weak,
assume he or she is an ordinary person in a store bought mask whether they really are or not.
(and maybe likewise assume any other monstrous aspect of the 01-09 % Horribly Burn ed: The Morphus is a humanoid
character is a Halloween costume), not a Nightbane or monster. with 90% of the body scarred and covered in third-degree burns.
+2D6 S.D.C. and the mask cannot be removed by any means . The face looks as if it was melted, there is only a hole for a nose
Penalties: Disguise and Undercover Ops are impossible. and there are no lips, ears, or facial hair. Bonu ses : + I D6x I 0+6
56-68 % Snake, Wo rm, or Millipede for a To ngue: The S.D.C., +2 to P.E., fire and heat resistant (half damage) , + lD4
Morphus gives the Nightbane a weird, distorted looking face to Horror Factor. Penalties : -2 from M.A., - lD4 from P.B.
and a long tongue that appears to be a snake, large worm or mil - 10-18% Filthy: The Morphus of an emaciated human cov-
lipede. While this is disgusting to look at, it does not interfere ered with filth - dirt, grime, old food, and dried blood. The hair
with the ability to speak. Bonu ses: Voice is distorted and is ei - is matted and has stuff sticking out of it, and any clothing is

99
mate the 'Bane in combat, discounting him as a real threat. Bo-
nuses: +I on initiative, + I attack per melee round, impervious
to spoiled and rotten food , + I to save vs poison and drugs , and
+2 to Horror Factor. Penalties: Reduce weight by 50%, S.D.C.
by 20%, -2 from P.E., -ID6 from P.S . and Spd, and -25% to
Disguise and Undercover Ops.
46-54 % Escaped Captivity: This Morphus is of someone
with long dirty hair, a few noticeable scars, and a dirt smudged
face. Manacles are clamped around the wrists and ankles, and a
I D4 foot (0.3 to 1.2 m) length of heavy iron chains hangs from
the manacles. The manacles cannot be removed, and the
ightbane doesn 't even try. Instead, he uses the chain lengths
around hi s wrists as weapons (a cha in whip attack does 2D6
damage plus Supernatural P.S. punch damage). Bonuses: +6D6
S.D.C., +2 to P.S., + 1 to strike, parry and entangle with the
chains, +5% to Climbing, and is impervious to the magic of
ight Princes and ightlords. Penalties: -30% to Prowl and
Swimming, - 15% to all skills involving appearance, including
Disguise and Seduction, and the character has a phobia (terror)
of being chained up again, or locked in a confmed space or jail
cell.
55-63 % HoUow Eyes: Also called the thousand yard stare,
the ightbane's eyes are vacant. It's as tho ugh they are staring
at something off in the distance even when looking directly at
someone or something, which most people find quite unnerving.
Bonuses: Hawk-like vision, enabling him to read small signs or
identify a face 2 miles (3.2 km) away, doubles the range of him
night vision, and + I to Horror Factor.
64-73% Child: The Nightbane appears to be a youngster
similarly filthy, crumpled and unkempt. Bonuses: +2 to P.E. , + 1 I D6+9 years old. Height and weight are reduced appropriately.
to M.E. , + 1 to Horror Factor. Penalties: -ID4 to P.B. and -25 % Except for any injuries from other Morphu features, he appears
to all skills involving appearance and performance, including healthy. However, voice is weak and the character is timid and
Disguise and Seduction. hy until attacked or provoked . On the good side, people usually
19-27% Broken Body: The Morphu is of someone so badl y trust the character, but on the down side they treat him like a
beaten that his hands are gnarled, limbs bent and twisted, and child, even if they know he is an adult. Bonuses: + 1 on initia-
the spine so damaged and deformed that the ightbane stands tive, +3 to M .A., + I to P.B. , +4 to Spd, +3D6 to P.P.E. base.
hunched over, has a short, thick neck, and walks with a severe Penalties: Reduce Spd, P.S. and P.P by I 0%, and needs chil-
and noticeable limp. Bonuses: +4D4x I 0 to S.D.C., + 1D4 to dren 's clothes.
P.S. , +I D4 to I.Q. , M.E. and M.A.,+ 1 on Perception Roll , +5% 74-82% Dead Man Walking: The Morphus is someone who
on all R.C.C. Skills, and +2 to Horror Factor; the body may be appears to be an animated corpse of a murder victim. He is
broken , but the mind is as sharp as ever. Penalties: Reduce splattered or covered in blood, obvious wounds (bullet holes,
speed by 30%, -1 on initiative, leaping height and distance is cuts, crushed skull , etc.), and when applicable, the murder
half, -20% to any and all Physical ski lls, and Di sguise and Un- weapon is apparent (a hammer or hatchet stuck in the skull,
dercover Ops are impossible. noose around the neck, a knife in the belly or neck, etc.). Bo-
28-36 % Beaten: The Morphus is that of someone covered in nuses: +SD6+5 S.D.C. , + I to Perception Rolls, resistant to the
cars and bruises, the fingers are gnarled from having been bro- magic of the ightlords (half damage, duration and effect), + I
ken many times, and limbs are crooked and lumpy from where to Horror Factor, and +10% to all skills involving surveillance,
broken bones have knitted back together improperly. Any cloth- tai ling and investigation. Penalties: Obsessed with so lving and
ing is likely to be tom or tattered. Bonuses: +3D6+6 Hit Point , stopping murders, injury cannot be ea ily concealed and the
+2 to P.E. and+ 1 to dodge. Highly resistant to pain and interro- murder weapon, if pre ent, cannot be removed, -40% to Di s-
gation (interrogators suffer a -35 % skill penalty again t this guise and Undercover Ops.
character), suffers half the normal penalties for physical pain, 83-91 % Faceless Victim: A Morphus without a face - no
any spell or power that causes pain has absolutely no effect, and eyes, mouth or any facial features (but can still see and talk),
the 'Bane heals at double the normal rate. Penalties: Reduces just a blank face. There are also ligature marks aro und the neck,
Spd by ID4xl0%, -2 from P.B. , - I from P.E. , and -5% to Prowl, wrists and ankles. This Morphus represents the multitude of
Disguise and Undercover Ops. people who simply vanish and victims of crimes that are never
37-45% Frail: The Morphus is an emaciated human, all skin solved, as well as so-called victimless crimes. Tends to be an
and bones, frail and starving. Most opponents will underesti- avenger and protector of the innocent. Bonuses: + ID4x!O Hit
Points, +I D6 to P.S., + I attack per melee round (+2 against the
100
Nightlords and Night Princes), fatigues at half the usual rate, As such, they tend to manifest in different ways for different
and + 1 to save vs mind control and illusions. Penalties: Reduce Nightbane. What this means for players and Game Masters is
I.Q. and S.D.C. by 10%. that the mechanics of the powers are always the same, but visu-
92-00% Face of Comedy and Tragedy: This Morphus has ally they can be quite different.
two faces made of the porcelain masks used to represent film For example, Stony Lonesome, a Nightbane with rock-like
and entertainment. One is the face, one is the back of his head, skin covered in razor wire, has the Darkwhip Talent. So does
but their position (front or back) can reverse depending on the Crosswire, a Nightbane with a camera-like head and a robotic
mood of the Nightbane or the situation he faces. The character's body. For both individuals, the Darkwhip Talent works the same
back is covered in blood and there will be a gaping wound or a way. However, Stony's Darkwhip comes out as a long, deadly
knife sticking in it. This Morphus represents the victims of strand of barbed wire, and Crosswire's Darkwhip flashes out as
treachery, lies, deception and betrayal. Bonuses: + 1D4x10 a bundle of seemingly animated electrical wiring. Such varia-
S.D.C., +2 to M.A. and M.E., +1 to Perception Rolls, +3 to Per- tions and effects do not add damage or functionality, but reflect
ception Rolls involving lies, deception, and traps, impervious to aspects of personality and individuality to each Nightbane char-
Seduction, impervious to magic and psionic charms, automati- acter.
cally gets the skill I.D. Undercover Agent at 90%, and + 1 to It also means that other Nightbane sometimes have to guess
Horror Factor. Penalties: Distrusts strangers, the Guardians, and at what Talents a Nightbane is using. When you see a holo-
authority figures, hates the Nightlords, and Disguise and Under- graphic image overlay Crosswire's Facade, making him look
cover Ops are impossible. like someone else, did he just use Reshape Facade or is it some-
thing else? The observers are not 100% certain.
And there's the fun.
A group of player characters may see Stony embrace with a
badly injured woman, appearing to vomit liquid concrete into
her. He may be using Infectious Control or he might be using
the Sharing the Flesh ability. If they attack and take the woman
from him, they may save her life ... or they may prevent him
from healing her, and the shock could cause her to die.
Likewise, when special lenses drop over Crosswire's cam-
era-like eyes, did he just use See Truth or is he peering at that
mirror on the wall and using Mirror Sight?
The manifestation of Talents usually have some connection
or similarity to the Nightbane's Morphus or personality. For ex-
ample, Darksong may be a long, blood-curdling howl for a
Nightbane with wolf-like attributes in Morphus, but a strange,
unearthly choir begins singing whenever a Nightbane with an
Angel Morphus uses the same Talent. Gloppy the Kid, a
Nightbane with a plasmoid, shapeless body, oozes into his com-
puter through the disc drive or DVD-ROM slot when he uses
Lightning Rider, but Crosswire streams into his screen as a se-
ries of glowing "1"s and "O"s.
The only limit to the different Talent manifestations is your
imagination. Just remember, the manifestations are only cos-
metic visual variations. They do NOT provide any tangible ben-
efit to the actual Talent; the Talent always functions the same,
does the same damage and has the same effect, duration and
range, it may just look different. Note: Other Talents are de-
scribed in the Nightbane® RPG and Between the Shadows™.

New Nightbane Talents


New Talents Air Swim
Fire Breather
Talent Manifestations Heal Facade
Talents are unlike any other ability in Palladium's Severance
role-playing games. While powered by P.P.E., they are not Shadow Pockets
spells. Nor are they psionics or super abilities. Talents are more Shadow Weapon
akin to tangible expressions of will on the behalf of the
Speed Darkling
Nightbane (and Shadow Mages).
Note: Also see Elite Talents, which follow.
101
Severance
The Nightbane is able to temporarily shut down his supernat-
ural aura, making himself undetectable to other Nightbane, psy-
chics, mages and supernatural creatures who can sense and track
the supernatural aura ofNightbane and other paranormal beings.
It can prevent detection by Hounds, Hunters, Great Hounds, and
Soul Trackers, as well as defeat the "Sense Nightbane" ability
inherent to other Nightbane. Furthermore, it makes the charac-
ter's aura appear to be that of an ordinary human.
However, using the Severance Talent comes at a cost. As
long as the Severance is in place and the supernatural aura is
suppressed, the 'Bane can not use any of his other Talents nor
cast any magic if the Nightbane is a Mystic or Sorcerer. Further-
more, the Nightbane feels cut off from the metaphysical world,
and the sensation of alienation can be unsettling, particularly for
Mystics, who tend to feel the most attuned with the supernatural
Air Swim world.
This Talent enables the Nightbane to swim through the air the Limitations: Not available until 4th level. Range: Self, only.
same as if it were water. A Nightbane does not suffer penalties Duration: One minute (4 melee rounds) per level of experience.
from drying out or breathing air when using this Talent when his
Cost: 15 P.P.E. to acquire permanently; 10 P.P.E. to activate.
Morphus is of an aquatic nature.
Limitations: Maximum height above the ground is 15 feet
(4.6 m) per level of experience. Speed is the same as
Shadow Pockets
Swimming. This Talent enables the Nightbane to access a mini-dimen-
Cost: 7 P.P.E. to permanently acquire; 5 P.P.E. to activate sion suitable for storing small objects. Though it can be used in
for the first minute and 2 P.P.E. for each minute after that. both the Facade and Morphus, P.P.E. must be spent for each
item brought into or out of the pocket. The Shadow Pocket may
hold up to five pounds (2.25 kg) per level of experience, but no
Fire Breather single object may weigh more than 15 pounds (6.75 kg). Placing
The Nightbane is able to exhale a powerful jet of flames, an object into or retrieving an object from the pocket takes one
similar to that of a flamethrower. The gout of fire inflicts 5D6 melee attack/action.
damage to anything caught in its path, unless stopped by a wall, There are many different ways this Talent can appear to func-
vehicle or large object (including a large Nightbane), otherwise tion. One is for the Nightbane to actually reach into the pockets
the flames continue to their full range, burning everything they of his clothing and another is to put his hand into a shadow and
touch. The 'Bane is impervious to his own flames, as well as seem to remove an item from it like a sleight of hand trick.
natural fire and heat when this Talent is active (which is only
While inside the pocket, objects are held in a state of limbo,
the one melee round the fire breath is used). However, the char-
and can only be brought back by the Nightbane who put them
acter takes full damage from magical fire or the breath of other
there. The objects can remain in the pocket indefinitely without
Nightbane.
ill effect, even if the Nightbane is sleeping or knocked uncon-
Limitations: Can only be used in Morphus form and only scious. If the character is killed in Morphus form, his Morphus
once per melee round (15 seconds), but counts as an extra melee vanishes and all the objects in the Shadow Pocket appear where
attack. Range: 30 feet (9.1 m) +5 feet (1.5 m) per experience he last stood. If the character is killed in Facade form, the ob-
level. jects in the Shadow Pocket remain in the shadow dimension and
Cost: 8 P.P.E. to acquire permanently; 10 P.P.E. per melee are presumably lost forever.
round of use. Limitations: Not available until 5th level.
Cost: 16 P.P.E. to acquire permanently; 8 P.P.E. to place or
Heal Facade retrieve one object.
This Talent enables a Nightbane to extend the superhuman
regeneration rate of his Morphus to his Facade for a limited Shadow Weapon
amount of time. When activated, the Facade form heals 1D6+4
A Nightbane with this Talent can create a melee weapon
S.D.C./Hit Points per melee round!
made of dark energy. The weapon can look like any type of one
Limitations: Healing is applicable only to the Facade. Dura- piece melee weapon, such as a sword, knife, axe, pole arm, pick,
tion: One melee round per level of experience. mace, morning star, etc., but not bows or modem weapons with
Cost: 10 P.P.E. to permanently acquire; 10 P.P.E. to activate moving parts. The character can only create one type of weapon
for the first melee round, and 5 P.P.E. for each subsequent me- and must decide what the weapon will look like when he first
lee round. gains this Talent. From that point forward, his Shadow Weapon
is always the same. Regardless of the weapon type it inflicts

102
New Elite Talents
A Face in the Crowd
Abduction
Commanding Presence
Forbidding Woods
Gorgon's Touch
Guardian Angel
Kill Switch
Lend a Hand
Nightshade
Spelljack
The Taint
True Reflection
Vicious Cycle
Voice of the Beast
Zombie Master

A Face in the Crowd


This powerful and useful Talent enables the Nightbane to
temporarily conceal his inhuman appearance under the guise of
a very average looking human being. The specific appearance of
the human disguise automatically varies to fit the situation - i.e.
attire will match the occasion, sex is that of the Nightbane, eth-
nicity mimics the local population, etc. - which also prevents
the 'Bane from being recognized from use to use. When this
3D6 damage +1D6 additional damage at levels 6, 9, 12 and 15- Talent is in effect, the Nightbane temporarily loses all Morphus
and does 50% greater damage to Night Princes and Nightlordsl abilities (flight, weapon limbs, claws, horns, and Horror Factor).
W.P. skill bonuses are applicable if the Shadow Weapon fits the However, his attributes, P.P.E., S.D.C., Hit Points, and the like
Weapon Proficiency. The weapon is substantial and can be used remain unchanged. Physical Beauty of the false appearance is
to parry, but can NOT be thrown; the weapon disappears if it 1D4+8.
leaves the Nightbane's hands. Prerequisites: At least one monstrous or alien trait/feature
Limitations: Usable in Morphus form only; not available un- from any appropriate table. This talent will not work on "Kens"
til 3rd level. and "Barbies" or other attractive or completely human looking
Nightbane.
Cost: 15 P.P.E. to acquire permanently. 10 P.P.E. to activate
for the first melee round and 5 P.P.E. for each melee round of Limitations: Can be used only in Morphus form and not
subsequent use. available until 4th level. The Talent does not mask the supernat-
ural nature/aura of the Nightbane, meaning beings like Hounds
and Hunters will recognize them for what they really are and are
Speed Darkling easily able to hunt those using this Talent!
This Talent gives the Nightbane incredible speed. Take the Cost: 15 P.P.E. to permanently acquire; 10 P.P.E. to activate
Spd attribute number xlO mph (16 km). Thus if the character plus 5 for each minute of continued duration.
has a Spd of 9, he can now run 90 mph (144 km), if he had a
Spd of 96 he can now run 960 mph, and so on. Speed Bonuses:
+ 1 attack per melee,+ 1 on initiative, +4 to automatic dodge (the
Abduction
act of dodging does not use up a melee attack/action). Speed Upon the activation of this Talent, a single target is whisked
Penalty: When the duration of the enhanced speed ends, the away by dark energies to a limbo-like pocket dimension. These
character feels spent, his normal Spd is half, and he is -1 attack energies can take the shape of a swirling vortex, sweeping por-
per melee, no initiative (is the last to attack) and is -2 to strike, tal, or even a beam of darkness that strikes the target from
parry and dodge for 1D6 melee rounds. above. No harm comes to the target, but unless they can
Limitations: Usable only in Morphus form and lasts for one dimensionally teleport they are stuck in limbo until the Talent's
minute per level of experience. duration expires.
Cost: 20 P.P.E. to permanently acquire it; 15 P.P.E. per me- Prerequisites: One or more characteristics from the Alien
lee to activate for the first minute and 5 P.P.E. for each minute Shape or Extraterrestrial Table.
of additional use.

103
Cost: 20 P.P.E. to acquire permanently; 12 P.P.E. to activate
for the first two minutes, and an additional6 P.P.E. for each two
minutes thereafter.

Forbidding Woods
The Nightbane radiates an aura of fear and confusion over a
large area of woodland. This can be a forest, city park, jungle,
bamboo forest or anywhere with moderate to dense stands of
living trees of any variety. For every 5 P.P.E. spent, the
Nightbane transforms a 100 foot (30.5 m) radius of forest into a
haunted wood. Shadows deepen, the trees become threatening
and seem to sway with no apparent breeze, and there is the over-
whelming sensation of being watched, followed, or stalked like
prey. Those inside the area of effect who do not save vs a Hor-
ror Factor of 16, immediately attempt to flee the area in fear.
Such frightened individuals are confused and disoriented, and
are likely to get lost (must make a Land Navigation or Naviga-
tion roll at -50%), stumbling around the haunted grove terrified
until the Talent elapses. Those who make their save vs Horror
Factor are jumpy and nervous, but keep their wits about them.
Prerequisite: At least one Plant Life characteristic.
Limitations: Usable only in Morphus and not available until
3rd level. Duration: 30 seconds (2 melee rounds) per level of ex-
perience.
Cost: 15 P.P.E. to acquire permanently. Activation costs 7
P.P.E. per 100 foot (30.5 m) radius of woods affected.

Gorgon's Touch
Limitations: Usable in Morphus only. The target can attempt The Nightbane's physical touch turns the target temporarily
to save by rolling a 15 or better on a D20 with P.E. bonuses in- into stone! Physical contact is necessary and the victim must roll
cluded. Range: 90 feet (27 m) + 10 feet (3 m) per level of experi- a save of 14 or better (P.E. bonuses apply). A successful save
ence. Duration: One melee round (15 seconds) per level of prevents the character from turning to stone, but the P.P., P.E.
experience. and Spd attributes are (temporarily) reduced by 20% as he feels
Cost: 20 P.P.E. to acquire permanently; 6 P.P.E to activate his joints and muscles stiffen. The effects of the touch are cumu-
with a one melee round duration, +6 P.P.E. for each additional lative and any attribute bonuses from a high P.P. or P.E. disap-
melee round. pear when reduced (adjust accordingly). Once the intended
victim fails to save, or his P.P. and P.E. numbers are reduced to
one, the victim is turned completely into stone. While stone, the
Commanding Presence victim is completely immobile and feels as cold and as hard as
When activated, a Nightbane with this Talent has his Mental rock. There are no life signs (breathing, heartbeat, or even brain
Affinity temporarily increased by six points, with a minimum activity) whatsoever and the victim could be confused for an
M.A. of 22. On a successful Trust/Intimidate roll, any person amazingly lifelike mannequin as items on the victim's body
who sees the 'Bane will be affected by his charisma and super- (clothes, weapons, etc.) are not turned to stone.
natural charm. The subject(s) of the charm must roll under their The Gorgon's Touch penetrates clothing and most armor, but
M.E. attribute number to save vs the Nightbane's Trust/Intimi- will not penetrate modem full body armor unless the
date or become completely swayed by the 'Bane. Those who fail Nightbane's attack roll beats the Armor Rating (A.R.). The pen-
to save will do nearly anything, short of endangering themselves alties and the stone form last one minute (4 melee rounds) per
or a loved one, to please the Nightbane. Even if the save is suc- level of the Nightbane's experience. All the usual bonuses to
cessful, others will still view the 'Bane with awe and reverence. strike apply when pressing the Gorgon's Touch attack, but does
This ability is cumulative with Animal Magnetism if the not inflict any punch, claw or P.S. damage since it is only a
Nightbane possesses that trait, but Nightbane and other super- touch. The intended victim can either dodge or try to parry with
natural creatures are +3 to save against this Talent. something other than his or her own body, like a sword, piece of
Prerequisites: Only Nightbane with an Unearthly Beauty or wood or gun.
Angel trait may take this Talent. Prerequisite: At least one characteristic from the Mineral
Limitations: Usable only in the Morphus form and not avail- Table.
able until 3rd level.

104
Limitations: Usable only in Morphus. Not available until (such as most military electronics, sophisticated alarms and sur-
third level. Duration: The victim remains stone for one minute veillance systems) are unaffected by a shutdown attempt, and
per experience level of his attacker. The 'Bane possesses the continue to operate. Range: 100 foot (30.5 m) radius around the
Gorgon's Touch for one melee round or until his intended vic- Nightbane (his own gear is not affected). Duration: Shuts down
tim is turned to stone, whichever comes first. electronics for 1D6+ 1 minutes.
Cost: 15 P.P.E. for permanent acquisition; 10 P.P.E. to acti- Cost: 14 P.P.E. to permanently acquire; 12 P.P.E. to activate
vate for one full melee round in which the 'Bane's touch can with instant results.
tum a target to stone.
Note: The petrified individual weight is doubled, but if he Lend a Hand
can be transported, he can be placed inside a jail cell, the trunk This power allows the Nightbane to temporarily lend his Un-
or back seat of a car, surrounded, stripped of his weapons and natural or Weapon Limb to another character, whether that other
gear, but cannot be destroyed. Furthermore, the petrified victim person is a human or Nightbane. The 'Bane does not lose his
is NOT aware of what transpires while he is turned to stone. It is own Morphus characteristic or limbs, but can make an exact du-
as if he experienced a blackout. plicate of one of his limbs appear on another character. The re-
cipient of the Nightbane "special limb" sees his own arm tum
Guardian Angel into a copy of the Nightbane's, complete with claws, blades,
A character with this Talent has a great desire to protect oth- tentacles or whatever, or one additional Nightbane appendage
ers even at his own expense. When the Talent is activated, a sin- temporarily appears as a third arm/limb with the special
gle target is selected for the Nightbane's mystical protection. Nightbane features that come with it. The lent limb has all the
This creates a ghostly image ofthe 'Bane superimposed over the characteristics and abilities of the Nightbane lending it, such as
protected individual. As long as the Guardian Angel Talent is Supernatural Strength, claws, tentacles, etc. This Talent does
activated and in place over the person it is to protect, any dam- NOT transfer spell casting abilities, Talents or any other ability
age directed at him is transferred to his Nightbane Guardian An- except those associated with that one limb. Typically limited to
gel - the protected person remains unharmed, all damage comes the arms and hands, tails, or an extra limb.
off his Nightbane Guardian Angel, first from S.D.C. then his Hit Prerequisites: At least one Unnatural Limb or Biomechani-
Points. When the 'Bane is down to 15 Hit Points of his own, the cal Morphus feature.
protective aura vanishes and damage directed at the innocent Limitations: Usable only in Morphus form and not available
person will again hurt that person. This Talent is used by heroic until 2nd level. Does not work on supernatural beings, must be a
and kind-hearted 'Bane to keep friends, allies, and innocent by- mortal or fellow Nightbane.
standers from being injured in a fray and can be cast upon as Cost: 12 P.P.E. to acquire this Talent permanently; 6 P.P.E.
many as two people per level of the hero's experience. to activate this Talent for a single melee round, and 3 P.P.E.
Prerequisites: Useable only in Morphus form and only by more for every additional melee round.
characters with an Aberrant, Unprincipled, Scrupulous or Princi-
pled alignment. Nightshade
Limitations: Not available until 2nd level. Range: Line of
Upon activation, the Talent releases a chemical scent into the
sight. Duration: Until the hero who cast it chooses to cancel the
air that has debilitating effects on everyone who inhales it. Char-
Talent or until his own S.D.C. is depleted to zero and Hit Points
acters get to save vs Non-Lethal Poison (16 or higher to save).
are reduced to 15.
Those who fail their saving throw fall into a deep sleep, remain-
Cost: 8 P.P.E. to acquire permanently; 4 P.P.E. to activate. ing comatose for up to 2D4+2 minutes. Victims who success-
fully save are still affected, losing one attack per melee, -2 on all
Kill Switch combat rolls, and -10% to all skills.
This powerful ability mimics the effects of an electromag- Prerequisites: At least one Plant or Extraterrestrial charac-
netic pulse, temporarily shutting down all unprotected electronic teristic.
devices (computers, cell phones, walkie-talkies, GPS devices, Limitations: Can only be used in Morphus form and is not
digital cameras, video cameras, surveillance bugs, flashlights available until 5th level. If someone under the effects of this
and any small battery operated device, and even has a 01-40% Talent is attacked, he immediately awakens and can defend
chance of knocking out the electrical system of most automo- against the attack with full bonuses. Range: 20 foot (6 m) radius
biles and trucks) within the area of effect. The Talent tempo- around the Nightbane, +5 feet (1.5 m) per level of experience.
rarily overloads such devices, rendering them momentarily Cost: 15 P.P.E. to permanently acquire; 11 P.P.E. to activate
inoperable. This Talent also erases electronic data if stored on with immediate effect.
an unprotected hard drive or computer disk/CD/DVD as well as
magnetic tape.
Spelljack
Prerequisites: At least one Biomechanical characteristic.
This powerful Talent enables the Nightbane using it to hijack
Limitations: Usable in Morphus form only and not available
control of a spell cast either by someone near him or on an area,
until 3rd level. Any high-tech systems with hardened circuits
object, or person within his range! Once in control of the magic

105
spell, the Nightbane may immediately cancel it, keep it in effect, Prerequisites: At least one Undead or Victim Table charac-
reduce the duration or range/area of effect, or seize control of teristic.
those affected by it. In order to affect spells with instant dura-
Limitations: Usable only by the Morphus form and not
tions, the Nightbane must roll against the spell caster's initiative
available until 3rd level. Can only spend 6 P.P.E. per level of
(though he gets to include his own initiative bonus to that roll).
experience on this attack. If the victim successfully saves vs
If the 'Bane wins the initiative, he seized control of the spell
magic, he suffers only one third damage. Range: Touch. Dura-
cast. If the mage wins initiative he casts his spell before the
tion: Taint touch lasts for one melee round per activation.
'Bane can seize it, and it has the intended effect on the intended
target (range, duration, level, and effects of the spell remain un- Cost: 18 P.P.E. to acquire permanently; 9 P.P.E. to activate
changed). +2 P.P.E. = lD6 damage. Up to 6 P.P.E. (3D6 damage) per level
of experience can be spent on the amount to be inflicted. This
Another way this Talent can be used involves Living Spells.
Talent does 30% more damage to Night Princes and Nightlords.
These enigmatic beings fall under the complete control of a
The P.P.E. is spent even if the attack fails to connect.
Nightbane using the Spelljack Talent when they fail a save of
15. If Spe1ljacked, the Living Spell is forced to do anything the
'Bane commands for a duration of 1D4 minutes per experience True Reflection
level of the Nightbane, but is likely to feel very threatened The use of this Talent temporarily imbues a mirror of any
and/or angry with the user of the Talent as soon as this duration size with supernatural power. The mirror shows the "true" face
elapses. of anyone reflected in it. Any shape-changing creatures are
Prerequisites: At least one feature from the Fantasy Table or shown in their true form, Nightbane in Facade are shown in
Infernal Table. their Morphus (but the Facade is not revealed when a Nightbane
in Morphus looks into it), and individuals under the effects of il-
Limitations: Usable only by the Morphus form and not lusion or metamorphosis magic are revealed. Possessed individ-
available until 4th level. The caster or target of the spell must be uals are shown with their true face as well as the ghostly image
within 25 feet (7.6 m) of the 'Bane, +5 feet (1.5 m) per level of of the possessing being surrounding them.
experience. Only effective against spell magic; cannot affect rit-
uals, wards, circles, runes, magic weapons, and so on. This power is also alignment-based, allowing anyone who
sees the person's reflection to be able to gauge the true align-
Cost: 20 P.P.E. to permanently acquire; one quarter the ment of the individual in front of the mirror. It is important to
P.P.E. the spell cost (rounded up) is needed to gain control of it. note that, in general, the average individual does not usually
know what "alignment" they are. Some people can tell you that
The Taint they are generally a good, selfish, or evil person, but most have
When this vicious Talent is used, anything the Nightbane no idea of their true selves.
touches seems to decay. Metal rusts where it is touched, cloth Principled and Scrupulous individuals are shown as hand-
tatters, wood and plaster crack and splinter, rubber rots, and some, inspiring figures (Principled characters virtually glow)
plants wither. Living creatures who fall prey to this Talent feel that radiate trust and surety. Those who see this in themselves in
dark energy spread through them like ice water through their the mirror take heart as their beliefs are reinforced. The first
veins, wracking them with chilling cold and pain. Damage in- time a Principled or Scrupulous person sees his reflection in a
flicted by the Taint is equal to 1D6 damage per every 2 P.P.E. True Reflection mirror he receives a +2 to save vs Horror Factor
spent, so 8 P.P.E. would result in 4D6 damage. and magic for 1D4 days. This bonus cannot be received again
Furthermore, this damage causes a kind of magical necrosis, no matter how many times they look into a mirror affected by
as it actually decays the tissue around the area touched. This ef- this Talent in the future.
fect inflicts a -20% penalty to any skill used to try and repair an Unprincipled characters see themselves generally as
object damaged by the Talent. Living beings recover lost S.D.C. good-looking, but with several unsightly blemishes that they do
and Hit Points at half the usual amount and it takes twice as long not like, marring what would otherwise be a handsome or beau-
to recover. Medical skills used to try and treat this damage are tiful face. Still, there is beauty there enough to make them feel
performed at -20%, and even magical and psionic healing is half generally good about themselves and they are + 1 to save vs
as effective. For supernatural beings like Nightbane and Horror Factor for 1D4 days.
Wampyrs, Natural A.R. does not protect them. If touched they
Anarchist characters see themselves as they are, but every lit-
are damaged.
tle blemish, scar, and imperfection is enhanced greatly, dominat-
Since this is a touch-attack, it can be dodged or parried. ing their faces.
However, any object used to parry it will take the damage in-
Diabolic and Miscreant characters see twisted, monstrous
stead, so using one's own limb to parry inflicts damage to the
visages of themselves that may horrify them. They must make a
character, while parrying with a weapon sees damage done to
save vs Horror Factor of 14, or else they recoil from the mirror
the weapon. Victims of this devastating attack are more horri-
in fear or shame, losing an attack and initiative, and will attempt
fied if the attack continues, adding +2 to their attacker's Horror
to flee the presence of all who may have seen their true face.
Factor. Any victim dropped below zero Hit Points by this power
The fear or shame lasts for 1D6 minutes until they regain their
is -10% to Save vs Coma/Death.
composure, but they will be shaken and unsure of their actions
for 1D4 days, suffering a -2 to initiative as they second-guess

106
every action. The fear occurs every time they look into a mirror Voice of the Beast
affected by this Talent, but the uncertainty only happens the first
time they see their true reflection. A Nightbane with this Talent must have an Animal Appear-
ance. It allows the Nightbane to communicate with the type of
Aberrant characters also have monstrous reflections in the animal or animals whose traits he bears. To use this Talent, the
mirror, but there is a sense of nobility and a spark of something Nightbane can communicate through a means similar to Telepa-
hopeful there, reflecting a chance for redemption if they want it. thy by making eye contact with the animal, or by hissing, growl-
Aberrant characters must make a save vs a Horror Factor of 10 ing or buzzing, whatever is appropriate, but the method of
or suffer the same effects as a Miscreant or Diabolic character. communication must be chosen when the Talent is acquired.
This Talent is a great opportunity for a character to undergo Though the Nightbane cannot command the animal in any way,
or finalize an alignment-shift, generally toward a more virtuous he can ask it questions or request its help. The animal will con-
alignment. Aberrant and Anarchist characters are particularly af- sider the Nightbane a friendly member of the same species and
fected by this Talent, as they are the most likely individuals to listen to what he has to say, but it is the animal itself which de-
have an unrealistic view of their morals. Reaction over time to cides if it helps, answers any questions or declines (G.M.'s dis-
what they saw will vary from individual to individual. Some cretion).
will later dismiss the mirror as a simple magic trick. Others may Prerequisite: At least one Animal characteristic.
re-examine their lives, and some may grimly (or perhaps hap- Limitations: Usable only by the Morphus form. Duration:
pily) accept what they saw as their real self and press on with Will remain active as long as the Nightbane communicates with
the full knowledge that they are what they are, sinner or saint. the animal only; if the Nightbane says anything to anyone other
Supernaturally evil creatures are revealed in the mirror, but than the animal, he will need to reactivate the Talent. Note:
not affected by what they see. This includes the Nightlords and Keep in mind that animals retain their animal level of intelli-
Night Princes who, although once human, have been perma- gence and perspective. This means they are only able to provide
nently transformed into supernatural monsters. Vampires cast no answers to simple questions that pertain to their nature and ex-
reflection in a mirror affected by this Talent, giving their nature perience. Again, G.M.s, use your best discretion.
away. Humans, Wampyrs, Guardians, awakened Dopple- Cost: 10 P.P.E. to acquire it permanently; 5 P.P.E. to acti-
gangers, and Nightbane, no matter what their alignment, are vate.
fully affected by this Talent.
Various uses. The Talent may also be used covertly, such as
using a small compact to scan a group of people while pretend-
ing to fix your makeup. It can also be used very overtly by cast-
ing it upon a mirrored wall in a crowded ballroom, causing
chaos. Some Nightbane within the Lightbringer organization
have used this Talent to "screen" new recruits for both their true
.;.

nature and moral fiber.


Prerequisites: Must have at least one Artificial or Unusual
Facial Feature characteristic.
Limitations: Not usable until3rd level. Range: Touch. Dura- Zombie Master
tion: 5 minutes. Though not nearly as powerful as Necromantic magic, this
Cost: 20 P.P.E. to acquire permanently; 5 P.P.E. for use on Talent enables the character to animate and control the dead.
small pocket-mirrors, 10 P.P.E. for use on medium-sized mir- The dead animated by this Talent have the same statistics of
rors (the size of someone's head to half-torso length), 15 P.P.E. dead animated by the Create Zombie ritual (Through the Glass
for full-body and larger mirrors, 20 P.P.E. for massive mirrors Darkly, page 59). Even if the 'Bane is incapacitated or killed,
like the length of a wall or ceiling up to 100 feet (30.5 m) long. his animated dead minions continue to act on their last order un-
til destroyed or the duration of the Talent elapses.
Vicious Cycle Prerequisite: Only Nightbane with an Infernal or Undead
This Talent represents the tragic irony that often plays out in Morphus may acquire this Talent.
cases of abuse and neglect, that of the victim later becoming the Limitations: Usable only by the Morphus form and not
abuser. When this power is engaged the Nightbane becomes available until 3rd level. Can only animate one corpse (human
more physically imposing and aggressive, boosting his P.S. and or animal) per level of experience and only the dead bodies of
S.D.C. by 20%, and gains +1 attack per melee round. mortals, not supernatural beings, though this does extend to
Nightbane who died in their human Facade. Range: All ani-
Prerequisites: One or more traits from the Victim or Dispro-
mated dead must stay within 300 feet (91.5 m) of the 'Bane. Du-
portional Table.
ration: 5 minutes per experience level of the Nightbane.
Limitations: Not usable until 3rd level. Cannot affect the Fa- Cost: 20 P.P.E. to acquire permanently; 11 P.P.E. to activate,
cade form. Range: Self. Duration: One melee round per level of animating one dead creature. One additional dead may be ani-
experience. mated per level of experience, each costing ll P.P.E., but they
Cost: 10 P.P.E. to permanently acquire; 5 P.P.E. to activate. may all be animated in the same action.

107
"Yes you do, and you are not alone," Renee said, and then

Nightbane added, "Don't be frightened."


With that, Renee took a deep breath and concentrated. She
wanted the change to occur fast, so Delilah wouldn't bolt before
Factions she was finished. Her hair shook out stark white, her skin be-
came corpse-like and she slipped out of the sun dress to reveal a
body covered in leather straps and buckles.
Faction Recruiting Delilah bit back a scream, staggering back into the pew be-
"Okay, Renee. You've got me here," Delilah said, looking hind her.
around the abandoned church with a touch of trepidation. "What "See? You. Me. We're both cut from the same cloth."
is so important that you can only tell me in an old, run down Ca-
Delilah tried to swallow, but her mouth was dry. Despite the
thedral?"
fact that the thing Renee had become frightened her, she still felt
Renee looked her new friend over carefully, appraising her as that eerie sense of connection ... maybe even stronger than be-
she leaned up against a pew draped in moldy plastic. She had fore.
befriended her, quite intentionally, a month ago when it became
Renee waited patiently for Delilah to recover a bit from the
obvious Delilah knew what books to buy at Plato's Pantry.
shock.
"I know what you are," Renee said, a part of her satisfied by
"I've shown you mine. Time for you to show me yours," she
the widening of her friend's eyes. "I know there are times when
grinned.
you see another face in the mirror."
Delilah looked at the ground, embarrassed as she began to
Delilah couldn't help her eyes darting into the dark comers of
undergo "The Change," as she called it. It was strange doing it
the room, fearing a trap. Something she could not explain had
in front of someone. It was a bit like undressing, and she could-
been pressing on her senses since she had entered the church,
n't prevent a flush rising to her cheeks.
but until now she'd thought it felt familiar, not dangerous. It was
the same feeling she'd had when she first met Renee at the New Small, fawn-like horns poked their way out of her head,
Age shop. bones and muscle shifted into a body somewhere between that
of a super-model and an Olympic athlete, and a plate mail bod-
"I ... I don't know what you're talking about," Delilah lied,
ice, shoulder plates and a chain mail skirt appeared to rip out of
something she'd never been any good at.
her skin, nailed in place from the inside, leaving the jagged,
Renee smiled.

108
old-fashioned ten penny nails pointing outwards at various quickly, and constantly need to replenish their ranks. They also
places across her body. need a regular flow of new faces that the Nightlords and their
Renee eyed her over with appreciation. "So, inside that meek agents do not know for covert operations. These needs make the
little Facade lies the heart of a warrior." Nightbane the most heavily recruited of all the superhuman be-
Delilah looked up in surprise. "So it does mean something? ings on Earth. They are also among the easiest to recruit.
What I look like?" The cold truth is that life after Dark Day is hard and brutal,
Renee shrugged. especially for those on the Nightlords' hit list, like psychics,
mages and those who know the truth and oppose them. But no-
"Maybe. Some of us think so." She raised her hands, looking
body is as hunted as the Nightbane.
at her own dead, decaying flesh. "Personally, I think I just
watched too many zombie movies when I was a kid. Loved the The Nightlords have made their extermination a top priority.
stuff" As a result, many Nightbane find some measure of security by
aligning themselves with one of the more powerful factions.
"You said 'we.' Are there more? More people like us?"
Many remain independent, hoping that by staying under the ra-
Delilah asked.
dar of the Nightlords they can stay alive a bit longer and maybe
Renee whistled, and out of the shadows stepped three more even strike back. Sometimes it works. Sometimes it doesn't.
Nightbane. One man looked like a centaur with a shotgun for an Most decide it's safer to join a faction.
arm, another seemed to be a bat with skeletal wings, and a
The young age and circumstance of the Nightbane also
woman stepped forward who looked for all the world like a liv-
makes them easy targets for recruitment. By comparison, human
ing rag doll with claws going in and out as she flexed her fin-
mages spend years developing their magical abilities and are
gers.
older when they are exposed to the supernatural. Their studies
"We're all Nightbane. But just as importantly, we all use and preparations also make them more prepared to cope with the
magic. I'm a Mystic, just like you," Renee said, and with a dreadful reality of the Nightlords' invasion. Wampyrs could be
quick muttering and wave of her hand, a ball of pure sunlight several decades old without interacting with anyone except the
appeared above her head. "We are all part of a group called the occasional need to feed. Guardians are almost exclusively mem-
Nocturnes. Not all of the Nocturnes are Nightbane, in fact most bers of the Lightbringer faction, to the point that most other fac-
of its members are not. But we thought it best if you were ap- tions don't even try to recruit them. Nightbane- new Nightbane
proached by your own kind." - are young, with almost all being teenagers or college age.
Delilah looked around at the faces, which despite being mon- Most run away from home after their Becoming, frightened of
strous, seemed to be friendly and radiate welcome. She tried to the monsters they've become. It's not something they can tell
digest the new words. Nightbane. Nocturnes. She'd seen the their parents or friends, and it's certainly not a bomb you drop
words in the tabloids and on the Internet. As for the rest ... on the school counselor! Most have little money, no place to
"What has all this got to do with me?" stay, live in fear, and if they are lucky and have a job, it's proba-
"We'd like for you to join us," Renee said gently. "There's a bly barely enough to pay the bills.
lot going on in the world that you don't know. It's dangerous Enter the factions.
out there, even for us. Especially for us. There are other groups A faction provides stability, camaraderie, information, train-
that would take you in and keep you somewhat safe, but I know ing to hone one's Nightbane abilities, and the promise of mak-
you. You want more than that. The reason I was drawn to you ing sense of it all. Furthermore, young Nightbane tend to be
wasn't just because you were a Nightbane, nor because you idealistic, hopeful, confident and anxious to make their mark in
could use magic, although they were both factors. The reason I the world. That means they search for purpose and meaning, and
was drawn to you was because you want to help make things a faction offers them all of that and more.
better." A faction is a large, secret, organized group of like-minded
Delilah stared at her friend for a long moment, before nod- people who band together to oppose the Nightlords. The three
ding. factions that most aggressively recruit Nightbane are the Under-
"There's something really wrong with the world, isn't ground Railroad, the Resistance and the Warlords. All three
there?" she asked her friend. groups are led and run by Nightbane, and their memberships are
Renee nodded. "And we want to make things right again." almost predominantly or exclusively Nightbane. This makes
"Go on," Delilah said, sitting down on the comer of the pew. them very appealing to Nightbane who long to be with others
"I'm listening." like themselves, and to learn about who and what they are. Most
other factions are a mixture ofNightbane, other supernatural be-
Renee's pitch would be successful, and Delilah would go on ings, and humans.
to join the Baltimore branch of the Nocturnes, turning her innate The Nocturnes and Seekers specifically target Nightbane
mystical abilities and inquisitive mind toward unraveling the with magical abilities, but will take just about any Nightbane
deeper secrets of the Nightlords and their dark plans for Earth. they can get their hands on. The Nocturnes have been more suc-
Among the varied factions vying for power on the shadowy cessful at this than the Seekers. There is a nasty rumor on the
streets of the night, there is a commodity more precious than streets and the Internet that the inquisitive mages of the Seekers
money, guns, influence and information: New blood. are more interested in Nightbane guinea pigs for their own mys-
There is a war going on against the forces of darkness, and tical studies than as members with equal rights and position.
factions tend to, unfortunately, go through members rather

109
The Lightbringers tend to let "fate" decide new members help and orientation. Help comes by way of a shoulder to lean
and only actively recruit Guardians. If a Nightbane falls into on, the voice of experience, and things as simple as providing an
their sphere of influence they'll recruit him or use him as are- alibi for strange behavior or a temporary disappearance. ("No,
source and ally, slowly guiding him or her into the organization, Jimmy had detention with me last night. That couldn't have
without ever openly pitching the 'Bane. One day the Nightbane been him in that alley. Turned into a monster? You don't really
just wakes up and realizes he is so entangled in Lightbringer af- believe that sensationalized nonsense, do you?") Other times, it
fairs he cannot easily extricate himself. Likewise, if a Nightbane may involve spiriting the young Nightbane to safety if he is re-
asks if he may join the organization, he is probably welcomed. jected by his family or hunted by agents or minions of the
The Spook Squad is the only group that actively discourages Nightlords. Until the young Nightbane are officially approached
its members from recruiting Nightbane, though it does have a by the Underground Railroad, however, they are not likely to
few 'Bane among its numbers. This group is predominantly know they have this protector watching over them, but they may
(95%) human, does not entirely trust any Nightbane, and is feel a certain kinship (their ability to detect other Nightbane)
much more interested in recruiting psychic humans and people which most presume to be "instincts" telling them so and so is a
with military or intelligence backgrounds. person they can trust.
The Club Freak circuit, which many consider to be a Once the Underground Railroad believes the time is right -
loose-knit faction, allows any and all Nightbane to attend its usually soon after the first transformation from Facade to
clubs, no matter what faction they belong to, but only extremely Morphus, and before the individual accidentally exposes himself
experienced and elder Nightbane seem to have a place of impor- to the public, or worse, the Nightlords' attentions- the mentor
tance in the organization itself. The club's "Nightbane Only" reveals himself and tries to help the newly born Nightbane to
policy for admission often gives the Underground Railroad and understand and come to grips with his true nature. This includes
the Resistance an edge in recruiting other Nightbane at the clubs giving him someone to talk to and confide in, explaining his
before the other factions get a chance. traumatic transformation, as well as offering him safe haven,
Each faction has its own rules and methods of recruiting new and most importantly, the opportunity to meet and associate
members. They can vary quite dramatically, depending on who with others just like him.
is doing the recruiting and why. Recruiting can be very danger- The Underground Railroad has three types of members:
ous, both for the new Nightbane and the members of the faction Passengers, Agents and Conductors.
doing the recruiting. This is because the Nightlords are con- Passengers are the Nightbane the Underground Railroad has
stantly running operations designed to uncover and identify helped settle into new, safer lives, though no place is truly safe
Nightbane, as well as flush them out of hiding and into the open for them anymore. Recently, the Underground Railroad has set
where their assassins, agents and supernatural minions can at- up numerous farms and group homes in rural areas, away from
tack and destroy the Nightbane and disrupt factions and recruit- the city and prying eyes. These stations are both work homes
ing efforts. The last thing the Nightlords want is an army of and safe houses. Passenger Nightbane might be thought of as
Nightbane. associate members of the Railroad. They are not active in the
organization or the Hidden War, but are expected to provide a
The Underground Railroad safe haven to all members of the faction whenever they need it,
and contribute anywhere from 10-20% of their income back to
Easily the most experienced and skilled at recruiting new
the organization. To avoid undue exposure, Passengers are
Nightbane, the Underground Railroad has several tried and true
trained to do low-key jobs that are often work from home
tactics for getting young Nightbane to join their organization, as
Internet-based jobs, telemarketing, farming, and some even have
well as ferreting out Nightlord spies.
gotten quite wealthy as web designers and by playing the stock
One of the reasons the Underground Railroad is so successful market. The phrase "Passenger" also refers to someone being
is that it actively seeks out Nightbane before they've had their shuttled along the Underground Railroad from one place or dan-
first Becoming. A Nightbane can still be detected by his breth- gerous situation, to another, presumably safer, location or life-
ren using their special ability to sense others of their kind, even style. Since safe is a very relative term after Dark Day, not even
if the young Nightbane has yet to experience his Morphus. The the low key and passive operations of a Passenger are safe. At
Underground Railroad sends experienced Nightbane into areas any point in their lives, Passengers may have to make a hurried,
where youths are likely to congregate. Favorite places include dangerous escape if their station becomes known to the
malls, amusement parks, arcades, nightclubs, homecoming Nightlords.
games, and concerts. Many Underground Railroad members
Agents are members of the Nightbane Underground Railroad
have taken jobs as teachers and counselors where they can ma-
whose job it is to detect, identify, approach, recruit and protect
neuver themselves into the role of trusted mentor. Not only does
new Nightbane. Agents are also the active defenders of the Un-
this allow the Underground Railroad to detect young Nightbane
derground Railroad as a whole. They reach out to new
early, before anyone else is aware of their existence, but it also
Nightbane "on the train" - i.e. 'Bane who recently learned they
allows them to keep watch over the Nightbane before and after
are supernatural beings with strange powers and are lost and
they Become.
confused, on the run, or trying to learn more about themselves.
Like a guardian angel, the older Nightbane try to protect the As protectors of the Underground Railroad, UR Agents guard
newlings until they are ready to be initiated into the realm of the "stations," handle dead drops, and other operations, as well as
supernatural. When the Becoming happens, a member of the recruit and train young Nightbane in the use of their powers and
Underground Railroad tries to be there in short order to provide abilities. Agents are also soldiers in the Hidden War who expose
110
and disrupt Nightlord operations, particularly operations leveled Nightlords, and escort the refugees to a safe route out of town
against fellow Nightbane. (Note: The faction calling itself the and to a haven where they can lay low. There are even Under-
Resistance was founded primarily by militant Agents of the Un- ground Railroad "stations" set up in the Nightlands where they
derground Railroad who felt the Underground Railroad wasn't help runaway slaves and prisoners escape the cities and even
doing enough to combat the Nightlords. They believe "evil tri- find their way back to Earth, if that is where they originated.
umphs when good people do nothing" (or not enough), and This sophisticated system of recruiting young Nightbane,
wanted the Underground Railroad to take direct and strong ac- smuggling refugees to safety, and establishing safe houses and
tion to fight and destroy the Nightlords. When the Underground entire communities for Nightbane on the run, has made the Un-
did not move fast enough for them, the disgruntled Agents derground Railroad incredibly successful at recru1tmg
formed the more aggressive and militant Resistance faction. The Nightbane to their cause. After all, the Underground Railroad
Underground Railroad understands the reasoning of the Resis- does a great deal to save lives and give young 'Bane a chance to
tance and applauds their heroics, but the UR also believes there find their way in the world. At least half of the Nightbane they
needs to be an organization such as their own that tries to oper- help join the organization. And even those who join other fac-
ate beneath the radar of the Nightlords and their minions, to give tions always have a soft spot for the Underground Railroad, and
young 'Bane the opportunity to survive, find their legs and fig- are quick to lend a helping hand or share information with them.
ure out their next step for themselves.) The trick is hanging on to that other 50%. While it is likely that
Player characters who join the Underground Railroad fac- most young Nightbane who survive more than a few weeks on
tion are likely to operate as Agents. It's where the action is and their own eventually have some contact with the Underground
where they are needed most. Railroad, many leave the faction because they do not feel the or-
Conductors are the leaders and organizers who see to the ganization is doing enough to stop the Nightlords. As noble,
smooth operation of the Underground Railroad. They are its worthy and helpful as the Underground Railroad is, many
management and policy makers at all levels of the faction. At Nightbane, especially those full of ideals, courage and a desire
the lower levels, they are the folk who channel lost, frightened to fight back, find the Underground Railroad to be too reticent
and hunted Nightbane on the run to get "on the train" and to a to engage the Nightlords. While the faction argues it cannot
safe place where the Nightlords can't find them. They establish jeopardize everything it has built, and that thousands of
and maintain the many safe houses or "stations," as well as the Nightbane would perish without them (all true), many
railroad routes. Conductors are Nightbane who have chosen not Nightbane long to take the fight to the Nightlord invaders. When
to run, but stay behind in hot spots, often exposing themselves they learn about the nefarious enemy that has infiltrated our
to danger, to help other Nightbane escape the clutches of the world, they want to do more than just huddle away in some re-
mote farm house stuffing envelopes and mentoring newly awak-
111
ened 'Bane. They want to strike back, and the Underground puberty 10 times worse than anything the typical human could
Railroad, for all the good they do, is not the faction from which imagine. They want to "morph out" and kick some Nightlord
to do that. butt! That being the case, the Resistance just has to wait for new
recruits to come to them.
The Resistance The Resistance leaders believe that all Nightbane should be
Born from dissatisfaction with the Underground Railroad, members of their faction, and see all Nightbane as potential sol-
the Resistance is the most militant of the major Nightbane fac- diers in their war even if they don't know it yet. Nightbane who
tions, rivaled only by the Lightbringers for its aggressive ap- don't sign up with the Resistance are regarded as fools, and
proach toward stamping out the Nightlords and disrupting their those who refuse to fight the Nightlords are considered cow-
evil plans. ardly, stupid, or even traitorous. Members of the Resistance
grudgingly respect the decision of any Nightbane who join fac-
While they have kept many of the successful, covert tech-
tions such as the Lightbringers or Nocturnes, because at least
niques of the Underground Railroad, the Resistance seizes every
they are doing something against the Nightlords' regime of ter-
opportunity to openly strike at the Nightlords and their minions.
ror. But they have little respect for members of the Under-
They have assassinated NSB agents, Night Princes, Avatars and
ground Railroad, who they see as cowards, nor do they respect
highly-placed Ashmedai. The Resistance has also led direct mil-
the Warlords, who they view as a group of misguided thugs and
itary assaults against Nightlord resources both on Earth and in
bullies wasting their time doing petty crime while their species
the Nightlands, such as Darkblade armories and places of mysti-
is being wiped out.
cal power. The Resistance is also secretly behind a highly suc-
cessful smear campaign against the Preserver Party, and is The Seekers claim to be fighting the Nightlords in their own
responsible for the derisive term "pree-verts" which has entered way, but the Resistance doesn't see it, and warns young
the popular language. Nightbane that the Seeker faction is as likely to dissect them as
to sign them up. As for the Spook Squad, the Resistance realizes
The Resistance uses the Internet, pirate radio, mailings, word
most of these guys would have their heads in a New York min-
of mouth and everything at their disposal to get around the
ute, but there are times when the enemy of your enemy is your
Nightlord lock on the media. They've made it "cool" to be
friend. Fortunately, they do not need to warn Nightbane about
against the Preserver Party, and thus have put a serious damper
joining the Spook Squad as the human-centric faction does a
on the Nightlords' control over the United States. The only thing
good job of that on its own.
they have not been able to do is expose the Nightlords to the
public (i.e. humans) for the demonic monsters they really are. In general, the Resistance waits until a Nightbane has proven
But they're working on it. One plan in the works is to somehow himself or herself to be noteworthy before they try to actively
attack the 2008 Preserver Party Presidential Convention and ex- recruit them. This could mean the Nightbane has conducted in-
pose President Carson as an inhuman monster on live national dependent operations against the Nightlords, has had a notable
television. However, there is heavy disagreement over this plan, falling out with the Underground Railroad, or has grown out of
as some think the consequences would be catastrophic, even if the youthful rebellion that led him to join the Warlords. They
the Resistance were successful. Opponents of the plan believe approach Nightbane and make their pitch. While phrased differ-
this would lead the Nightlords to drop all pretense and invade ently, the Resistance recruitment pitch generally boils down to
openly, causing a massive loss of human and Nightbane life. the same points:
Supporters of the plan welcome that outcome, believing the 1. Your species needs you, and you need your species if you
Nightlords would lose in a stand-up battle against all Nightbane hope to survive.
and humanity. 2. The Earth has been invaded by the forces of darkness. Join
The end result of the Resistance's aggressive war on the up and fight the good fight!
Nightlords is that while most Nightbane start out in the Under- What else is there really left to say after that? Man up and
ground Railroad or even the Warlords, many end up signing on make a difference!
with the Resistance to take the battle right to the enemy. It does- The Resistance is good at making Nightbane feel special, em-
n't matter if the Resistance is not making anymore headway powered and important. There is a sense of destiny in the Resis-
than any other organization. They seem to be doing something! tance; a belief that the Nightbane were revealed at this time for a
That means a lot, especially to many a young Nightbane who reason, and that reason is to drive the Nightlords back into what-
have just discovered their world is being controlled by brutal, ever dark pit they crawled out of. Most of those who believe the
murderous monsters from another dimension and that they have Nightbane are the mysterious race known as the Formless Ones
the power to do something about it. are members of the Resistance. They also tend to believe that
Keep in mind that these Nightbane are young, idealistic, con- the Nightlands are their homeland, and once they've driven the
fident, and only recently discovered they have incredible, super- Nightlords from Earth they'll take the fight to the Nightlands
human powers. When they learn that the Nightlords fear them and liberate it too!
(all Nightbane), they feel empowered and destined to be heroes. Although the leaders of the Resistance would never admit it,
If that were not motivation enough, when they learn the there is a bias towards certain kinds of Nightbane. If you are
Nightlords' intention to wipe out all Nightbane and enslave the big, tough, powerful, and/or ugly as sin, expect to embraced
entire human race, young Nightbane scream for action. On top with open arms. If you happen to be slight of build or more
of that, they've got years of comic books, action movies and brains than brawn, the Resistance will accept you, but you'll
videogames stuffed into their heads. They've also been through never be one of the "real heroes or warriors of the Resistance."

112
Those 'Bane not well suited for combat may find "doing their how they were really trying to bring out the real them, and how
part for the war effort" to consist of covert runs to Dunkin' Do- they are part of a special fraternity of superhumans. "Smile kid,
nuts for the local Resistance "cell" and writing anti-Preserver you're a Warlord now, and the world is yours for the taking."
Party e-mail "spam" programs. Attractive Nightbane (and even Of course, saying no to their recruitment pitch is generally
worse, attractive and smart, or attractive and powerful) are unhealthy, and refusing their generous offer of brotherhood
snidely refered to as "Kens" and "Barbies" and treated with could lead to the young Nightbane discovering just how hard the
open disdain, ridicule and rejection. Warlords could have swung that baseball bat if they'd wanted to
do real harm. That being said, the Warlords are savvy in their
recruitment. Like all factions, they offer a sense of family, ca-
maraderie and purpose. They also prefer to target youths who
have already had trouble with the law, drugs, or are just malcon-
tents in general. For many ofthese troubled youngsters, running
the streets in a monstrous, powerful body is karmic justice
against a society that has too often kicked them to the curb.
Now, alongside their Warlord brethren, they get to do the kick-
ing. More than any other faction, the Warlords focus on the
powers and superiority of the Nightbane over fragile humans.
Many believe they are the next step in human evolution and
meant to rule over humanity. Thus, the law doesn't apply to
them. They live by the rule of the urban jungle: might makes
right, and the strong rule over the weak and the frightened.
The majority of Warlords don't believe in the Nightlords and
their invasion of Earth, or just don't care. Even when ap-
proached by the Resistance or another faction of Nightbane, and
told that monsters have taken over the world and enslaved man-
kind, Warlords don't see the big deal. Why? Because they feel
they've been living under the heel of a monstrous society out to
grind up its people their whole lives, long before anyone started
throwing around scary words like "Nightlords" or "Ashmedai."
Under Nightlord or human control, Warlords believe their lives
would be no different. It's an argument many find hard to refute.
Quite often, with age comes wisdom. Most Warlord members
are young. As they grow older they tend to try to slip away and
join another faction. Their gritty and violent background usually
makes the Resistance the most attractive. The Resistance offers
a focus for their rage and aggression, without the guilty burden
of a growing conscience.
The Warlords Still, not all Warlords ever leave the fold. They love the life
Nothing makes a better recruiting tool than a lack of options. of a street thug, a maverick bucking the system and living under
The Warlords thrive in depressed urban areas with the same ve- their own code of the streets. They see human law enforcement,
racity and flair as the common cockroach. If you happen to have the NSB, Nightlords and other factions as rivals who want a
the misfortune of being a Nightbane in Warlord-controlled terri- piece of their turf, or to wipe them off the map. Some older
tory, membership may not be optional. Their attitude, like many Warlords keep their life on the streets because they have cap-
street gangs, is join up or get out. Get in their way, even acci- tured a sizable chunk of turf and/or created a lucrative business
dently, and expect to pay for it with your blood. selling drugs or engaged in other criminal operations that keep
Like the Underground Railroad, the Warlords like to get their them in money and make them the kings of their own little street
new recruits young, sometimes even before the first Becoming. kingdom. They enjoy the power of ruling the streets, and wield-
However, unlike the Underground Railroad, if the Warlords find ing power over other Nightbane and all people living in their
a Nightbane before his first transformation, they try to give it a turf. Like most gang members, they expect to live fast and die
helping hand. Young people who do not know they are young. Whether the law, a rival gang or Hunters come calling,
Nightbane may find themselves grabbed and thrown in front of the Warlords are prepared to defend their turf and they've got
a cross-town bus on the way home from school, whacked upside their boys behind them.
the head with a baseball bat, or intentionally given a heroin While being a member of the Warlords may seem rough and
overdose. In most cases, such a traumatic experience causes the dangerous, the life of a rogue is appealing to many Nightbane
young Nightbane's first transformation. And if it doesn't, the who see themselves as rebels and outcasts to begin with. The
Warlords are not averse to giving the "kid" a couple more good Warlords embrace being monsters. That serves two purposes:
whacks with the Louisville Slugger until he or she Becomes. one, it creates a strong bond between its' members (we are all
The Warlords are then all smiles, passing the brew, and wel- monsters, we must stick together), and two, it creates a 'them
coming a new "brother" or "sister" into the fold. They'll explain and us' mentality. Thus, the Warlords are the underdogs in a
113
world that would like to see them all dead or behind bars. That The Nocturnes are more action-oriented, dabble in the darker
can be a pretty alluring prospect, especially for young arts, and are more dangerous than the Seekers, striking a middle
Nightbane. A Nightbane in the Warlords is never alone, never ground between the Seekers' reticence and the in-your-face atti-
without another Nightbane or a few gun-toting thugs within tude of the Resistance. They work in the shadows, focus on co-
shouting distance. They know the streets better than any Hound, vert actions to gain knowledge and weaken the goals of both the
Hunter, Ashmedai, or any other lackey the Nightlords might Nightlords and the Vampire Intelligences. Plus, they still have a
send against them. Because the Warlords are not actively com- strong counter-culture attitude that appeals to many young
bating the Nightlords they are seldom targeted unless they make Nightbane. However, the Nocturnes do not have it easy. There is
their presence too visible. a lot of confusion among the other factions regarding them, for
And then there's the money, the drugs, the respect (fear) and the majority of Nocturnes are Wampyrs - reformed vampires
the power. All are there for the taking for the ambitious War- who purport to have forsaken their evil and bloodthirsty ways
lord. The drug market is booming in the U.S. and around the and fight for a greater good. Many do not understand that there
world as the demand for escapism in these dark times skyrock- is an actual distinction between Wampyrs and vampires, and
ets, and the Nightlords purposefully undermine the fight to con- others just don't trust or believe them. Many suspect the
trol and limit the import of narcotics worldwide. As Wampyrs that head the Nocturne faction are merely vampires
unemployment rises, so do drug dealing, prostitution, gambling, with their own agenda. An agenda that is not likely to be as be-
vice and other criminal and decadent pursuits that make demons nign as they claim. This scares away many young Nightbane
like the Nightlords smile with delight. Successful Warlords can and other beings with supernatural abilities who don't want to
be millionaires in short order, as long as they keep a relatively be pawns of the undead. Thus, the Nocturnes don't get a chance
low profile and are morally bankrupt. to prove themselves one way or another. The Nocturnes cry
slander quite often, but that rarely achieves anything. The sim-
Nocturnes and Seekers ple truth is that the unknown element of the Nocturnes and the
organization's vampiric ties are scary. Humans (and Nightbane)
The Nocturnes and the Seekers have an uphill battle when it have an instinctive fear and loathing toward the undead that
comes to recruiting Nightbane. These two factions are not led or makes trusting the W ampyrs difficult at best. Still, for young
run by Nightbane, but by other supernatural beings unknown to Nightbane looking for a darker, rebellious purpose, working
the world at large. Thus, these organizations are regarded with with reformed vampires and casting magic has its appeal.
suspicion and many Nightbane feel they are second-class mem-
The Seekers have less success recruiting Nightbane than the
bers within them. The Nightbane who join them are either out-
Nocturnes and Warlords. One reason is they are as interested in
casts and rejects from other factions or candidates that the
studying the Nightbane as they are in working with them. Many
Underground Railroad, Resistance or Warlords missed in re-
Nightbane object to the poking, prodding and endless questions
cruiting. Furthermore, the Nocturnes and Seekers have both de-
by Seeker mages and scholars. Furthermore, the origins of the
cided to focus their efforts on recruiting Nightbane with magical
Nightbane and the nature of their abilities are something many
aptitude.
Nightbane would rather only Nightbane know. There are some
Many Nightbane who develop into Mystics or Sorcerers have older Nightbane who seem to actively discourage research by
more, mentally and emotionally, in common with magic users non-Nightbane into the origins of the species - sometimes vio-
than they do with other Nightbane. Their thirst for knowledge lently opposed.
and arcane power, and desire to uuravel the deepest mysteries of
Additionally, the Seekers are a lot like the Underground Rail-
the universe means they likely associate with human practitio-
road in that they are all about secret operations, working in the
ners of magic and seekers of knowledge about the supernatural.
shadows, keeping a low profile and staying out of the Nightlords
Those who begin dabbling in mysticism at a young age may
scrutiny. While the faction does work to undermine and disrupt
know, or be known by, members of the Seeker or Nocturne fac-
the plans of the Nightlords, they do so by uncovering obscure
tions before their Becoming. There have been many instances,
knowledge and wisdom in the hopes that in some dusty, forgot-
in fact, where a new Nightbane discovered his or her natural
ten tome lays the secret to uuraveling the Nightlords' powers.
abilities due to dabbling in magic. Their first response is likely
While this may be more productive in the long term, in the short
to be to run to a fellow magic user or student of the occult for
term it can be rather unsatisfying to risk your life for one,
help in discovering what, exactly, has happened to them. (Are
half-legible page of a book that may or may not contain knowl-
they possessed? Has magic changed them? And so on.) Quite
edge that will save the world. Plus, the Seekers are not fighters,
often, the person they run to is already a member of the
and most would rather run and hide to fight another day than
Nocturnes or the Seekers.
take a bloody stance against the Nightlords or their demonic
The Nocturnes have had better success at recruiting minions.
Nightbane than the Seekers. This is especially true with younger
This is not to say the Seekers are cowards. It takes a special
Nightbane. The Nocturnes are less formal, more risque and "cut-
form of courage to delve into the dark secrets of the universe
ting edge" than the Seekers, and have shaken the "mage nerd"
studied by the members of this faction. Many in the Seekers
or "egg head elitist" image still associated with the Seekers.
have seen things that would cause a battle-hardened Marine's
Doesn't seem like much, does it? But from the eyes of an im-
knees to turn to jelly. But they are not fighters, per se, and tend
pressionable 15-20 year old Nightbane, it makes a big differ-
to avoid direct armed conflict when they can. This has led to a
ence. Who would you want to hang out with more? The nerdy
situation where Nightbane who are part of the Seekers, espe-
guys in the library with their noses buried in books, or the guys
cially those who do not use magic themselves, are used as mus-
who look like cast members from The Matrix or Twilight?
114
cle, defenders and fighters for the organization. Many Lightbringer cell after a chance meeting or shared adventure.
Nightbane do not take too well to being used as a "meat shields" That one incident led to more contacts and interaction and one
by humans standing behind them trying to get off a spell that day the Nightbane realized that he or she was a Lightbringer.
may or may not work. This is the case with most members of the Lightbringers except
the Guardians. The Lightbringers are not anti-Nightbane nor are
they pro-Nightbane. If a Nightbane is willing to fight evil, he is
an ally. If he works on the side of evil, he is an enemy. It is as
simple as that.

Creating NPC Factions


One of the things throughout the years that Nightbane players
have really warmed up to is the concept of the various, some-
times competing, factions. The clan-like attitude and politics is a
big draw to those who love the dark atmosphere of Nightbane.
The following section is a modification of the Palladium organi-
zation design rules originally created by Erick Wujcik for Re-
vised Ninjas & Superspies, and used in many other settings ever
since. They've been both updated for the realities of the 21st
Century and tailored specifically for the unique flavor of Earth
after Dark Day.
Factions in Nightbane can have a variety of purposes, mem-
berships and resources. The major world factions are the Un-
derground Railroad, Spook Squad, Nightbane Resistance,
Nocturnes, the Seekers, the Lightbringers, the vampires, the
Red Flame Demons and, of course, the Nightlords. However,
there are many smaller factions out there, and some that are
not-so-small. Some stay deliberately hidden, and others are
striving to be noticed. Some seek to save the world, while others
wish to enslave it, rule it, or even destroy it. These groups could
include covens of mages seeking a particular artifact or path of
power, a group ofNightbane whose only goal is to unravel their
true origins, Nightlord puppet organizations that believe they are
doing good but are truly dupes of unspeakable evil powers, and
foreign intelligence agencies who, like Spook Squad, realize the
The Spook Squad & Lightbringers world is in grave jeopardy and have resources squirreled away.
Neither the Spook Squad nor the Lightbringers actively re- Group Participation in Faction Design. If the faction is an
cruit Nightbane. In fact, the Spook Squad members generally NPC run organization, whether the player characters are affili-
lump Nightbane in the same basket as the Nightlords and their ated with it or not, the Game Master can create it all by himself.
minions: supernatural invaders undermining human society. The G.M. has the option of allowing player characters in on the
There are Nightbane in both organizations, however. process, but in a game such as Nightbane, this is likely to be
Nightbane in the Spook Squad mostly joined before they rare, as often the player characters do not know the extent of the
knew that they were Nightbane. Usually these members were reach or resources available to the faction they are working for.
military or covert ops in-training on Dark Day and fled under- They are only able to guess at a faction's true sponsors, benefac-
ground along with the rest of the U.S. intelligence community. tors, resources and goals.
Only then did they realize that they were something different. However, a group of player characters can put together their
Some Nightbane among the Spook Squad believe they are af- own faction by using the point system that follows. This saves
flicted with something akin to lycanthropy and vampirism, and the G.M. time and assures the players that their faction is ex-
hope that Spook Squad can one day find a "cure" for their con- actly what they want it to be. However, players must first con-
dition. These Nightbane are hesitant to change to their Morphus sult with the Game Master to get his approval. G.M.s should try
and are more likely to view themselves as "monsters" or "cursed to be accommodating but not to the point of unbalancing the
humans" than other Nightbane. 'Bane who are members of game or his plans for adventure. This means that players may
Spook Squad are never completely trusted, and generally not be able to select from all the potentially available organiza-
deemed as expendible. tions.
The Lightbringers have a significant number of Nightbane The type and size of the faction may be limited by the G.M.
among them, but they never seem to have actually recruited and the financial resources of the characters. Unless the group is
such members. Ask a Nightbane who is part of the Lightbringers hooking up with an established faction, they are not very likely
and he will likely tell you that he just seemed to "fall in" with a to have the money to establish a large national or international

115
faction. In fact, part of the fun could be working from small po- none). Faction Points: 78 POINTS are available, plus an addi-
tatoes and building the influence of their small outfit until it tional 10 POINTS for Outfits, 10 POINTS for Equipment and
could potentially rival the larger factions for dominance. Of 10 POINTS for Weapons.
course, the danger for all such factions is in attaining power and 3. Coven or Mystic Brotherhood/Psychic Circle: This is a
influence without attracting the eyesof the Nightlords or their small faction of fewer than two dozen members. Unlike a Pri-
minions. vate Agency or Night Crew, Covens tend to be more financially
If the player group designs the faction it should be by consent secure and thus, have more resources in certain areas. However,
and with everyone agreeing to the way the points are distributed. they are likely to suffer in non-arcane areas such as outfits, vehi-
The exact number of points available depends on the type of cles and equipment. Furthermore, membership is highly re-
faction. stricted. Usually only practitioners of magic are part of a Coven,
and often a Coven consists of only magic-users of one particular
Building a Faction type. Psychic Circles are very similar to covens and Mystic
Brotherhoods, though there tends to be more variety in member-
When players are involved with the creation of a faction,
ship. In cases, the faction can use the abilities of its members to
they should discuss with the G.M. the type of game they can ex-
gain political influence far beyond their limited size. Faction
pect. Will it be a game that keeps to the shadows with lots of co-
Points: 85 POINTS are available, plus an additional 5 POINTS
vert operations and stealthy actions against the nefarious
for Budget, and an additional 25 POINTS for Magical and Oc-
Nightlords? Will it be a rock-em, sock-em brawling game of
cult Resources.
heart-stopping, explosive action? Or will it be a complex,
multi-layered political thriller where the players are never quite 4. Gang or Regional Faction: Typically, a local operation
sure if they're the chess masters or the pawns being maneuvered (limited to one or two geographical locations) dedicated to a
by powerful, unseen masterminds? Keeping the atmosphere you specific purpose. This could be a street gang trying to carve out
hope to attain with the campaign in mind will help you design a their own drug cartel in Miami, or a lesser faction that has not
faction that fits nicely into the storyline. been recognized on the national scene, but has growing mem-
bership and influence in a particular city, like Detroit. In almost
Note: The points listed under each category are the total
all cases, members are part of a large, family like gang who
available points for all the different agency features. Even with
watch each other's backs, share common goals and are "in it"
500 points, selecting faction features can be difficult. If no
together. While these outfits are small to medium size (20-120
points are spent on a particular feature, then the faction automat-
members), they often have many additional contacts within and
ically has it at the worst level, Level One (None), in that feature.
outside their region of influence, and may have contacts within,
Step One indicates the size, orientation and points available or loose affiliation to, one of the larger factions. Regional Fac-
for Step Two, the available design features of the faction in spe- tions have a lot of potential for growth.
cific categories A-N.
These factions are sometimes funded by wealthy patrons or
private corporations. Of course the sponsor(s) may expect the
Step One: members of the faction to give their agendas and needs priority
Faction Size & Orientation consideration or withdraw their support. Although these groups
can be quite formidable, they generally have little political
1. Night Crew: A Night Crew is any small group, or cell, of power or broad recognition. Faction Points: 120 POINTS are
urban mercenaries created after Dark Day. A Night Crew is usu- available, plus add an additional 10 POINTS for Weapons and
ally composed of Nightbane and/or others who have supernatu- 20 POINTS for Criminal Activity if a crime gang or 10 POINTS
ral abilities themselves. They may be beholden to and loosely for Budget and 10 POINTS for Offices, Hideouts and Distribu-
associated with one of the larger factions, or may be completely tion for groups not engaged in criminal operations.
independent with their own goals. They take on dangerous mis-
5. Secret Club or Society: This faction has one large central
sions and errands with few questions asked, be it rescuing an
office and local members, but also has members, associates, and
Underground Railroad informant from a local police station or
supporters scattered throughout the country (occasionally inter-
stealing a magical artifact from the home of a rich Night Prince.
national). These organizations are always secret and privately
Some Night Crews are specialists, focusing on one type of activ-
funded or bankrolled covertly by their own activities.
ity, sabotage, tackling minions of the Nightlords, rescue, assault,
undercover ops, intelligence gathering, brokering information, Such a faction will have a core group or founding members.
vampire hunting, etc., while others take whatever job is offered These founders may all have similar abilities or be a mixed
with few questions asked. Membership is generally limited to group who share similar ideals and goals. Some of these Secret
3-12 individuals who have a high level of trust and camaraderie. Societies acquire a frightening amount of power and influence,
Faction Points: 60 POINTS are available, plus an additional 5 although they aren't quite on the same level as the major fac-
POINTS for Vehicles, 10 POINTS for Reputation and 10 tions, at least not just yet. Faction Points: 152 POINTS are
POINTS for Equipment. available, plus 10 POINTS for Internal Security, 10 POINTS for
External Infiltration (typically government and enforcement
2. Small-Time Gang or Private Agency: This is a very
agencies) and 10 POINTS for the Budget category.
small organization seldom exceeding more than two or three
dozen members, including those with supernatural abilities. 6. Major Faction: The Nocturnes, Seekers, Resistance,
These factions usually run on a shoestring budget and will have Spook Squad, the Underground Railroad, Lightbringers, and a
very few resources and even less political power (virtually few other factions all fall into this category. The Warlords and
Golden Posse, both international gangs, also rate as Major Fac-
116
tions. A Major Faction is a large, secretive organization with a guises, etc. The quality is high-fashion, with designer labels in
large amount of resources, thousands of members, thousands of the very latest styles. Faction Cost: 20 points.
non-member contacts and associates, and have members and re- 6. Unlimited Clothing. The faction offers any and all cloth-
gional groups scattered across their continent, and in many ing, armor and accessories. Any quality level is available, and
cases, the world. Major Factions ride a razor's edge. They must the world's top designers are on call to specially make the ap-
stay in the shadows or risk extermination by the Nightlords propriate outfits for anyone in the faction. Unless things are dra-
while often waging a covert war against those same malevolent matically different in your campaign, this is generally restricted
beings, or in some cases, like the Vampire Intelligences, com- to Nightlord sponsored factions (whether its members know it or
peting for control of the fate of the world. A Major Faction has not). Faction Cost: 50 points.
agents, cells, and operatives throughout the country and scat-
tered to a lesser degree across the globe. B. Equipment
It is difficult at times for these groups to stay hidden, but This describes all the equipment and supplies provided free
most have a network of safe houses, contacts and hidden politi- of charge by the agency. Replacement of any lost or damaged
cal and financial influence that keeps them relatively safe from faction-issued equipment is usually automatic, unless the faction
large-scale reprisals. They have millions of dollars in overall re- is strapped for cash, which is often the case. SPECIAL NOTE:
sources, though they tend to be sparse with their distribution to Unlike other categories, it is possible to pay points to combine
the lower echelon members. All key operatives are experienced several of the following featured equipment.
human agents or powerful supernatural beings, Nightbane, 1. None. The characters are responsible for buying and re-
mages, psychics, or very well connected men and women with placing their own equipment. Faction Cost: None.
political and/or financial clout. This is as large as a faction can
2. Cheap Gear. Each character has up to $1,000 worth of
get on Earth after Dark Day without either working for the
equipment available for each mission. Note that replacement
Nightlords or being constantly under siege by them. Even then,
costs, at the completion of the mission, are subtracted from the
all Major Factions are constantly threatened, challenged and at-
amount available for the next mission. Faction Cost: 2 points.
tacked by the minions of the Nightlords, who seek their total an-
nihilation. Faction Points: 230 POINTS are available, plus 20 3. The Basics. The faction provides its members with a basic
POINTS for Offices, Hideouts and Distribution and 15 POINTS package of gear, valued at about $5,000. This usually includes a
laptop with wireless Internet access and other 21st Century es-
for Internal Security.
sentials for the person on the go. This gear is restricted to what's
commonly available at retail stores, and is replaced if lost or
Step Two: Agency Features damaged as long as supplies and budget allow. Faction Cost: 5
points.
A. Outfits
4. Electronic Supplies. As above, but the character has ac-
The standard clothing issued by the faction to its members.
cess to up to $12,000 worth of electronic equipment, including
Replacement of any faction issued outfits is automatic. Factions
the current, hottest, MP3 player, phone, video camera, pocket
seldom have an official uniform, but rather supply their agents
computer combo, a top-of-the-line laptop, GPS locator, and has
with functional clothing that is nondescript and utilitarian.
easy access to surveillance and sensory gear commonly reserved
Wearing a uniform or even a patch that identifies your affilia-
for the military or government espionage agencies. Faction
tion to a faction is like wearing a target on your back.
Cost. 10 points.
1. None. The characters are responsible for their own cloth-
5. Mystic Equipment. The faction has a well-stocked cache
ing. No replacements of any kind are available. Faction Cost:
of equipment captured from the Nightlands and gear that is
None.
magically empowered. This will likely include magically cre-
2. Utility Outfits. The agency has a basic set of clothing or a ated talismans, scrolls, low-level Cybermage devices (no higher
standard uniform for all its employees. The latter is typically a than level 3 spells at most) and amulets loaned out on a case by
one-piece coverall, with insignia patches and shoes provided case basis. There may be a few lesser artifacts loaned out for
free. The faction has plenty of replacements, in standard sizes, special missions as well. When the mission is over, the faction
and also provides free laundry service. Faction Cost: 2 points. will want these items back. Faction Cost: 20 points.
3. Open Wardrobe. A complete range of civilian clothes, in- 6. Unlimited Equipment. Characters can take any equip-
cluding disguises and foreign uniforms, are available to any ment, with any gimmicks included, with a high budget ceiling.
agent of the organization. Quality is comparable to the stuff Note that this does not include clothing or weapons. Requests
found in a discount department store or in a cheap mail-order around half a million dollars or more may be subject to review
catalog. Faction Cost: 5 points. and final approval. Faction Cost: 40 points.
4. Specialty Clothing. Everything from Open Wardrobe,
plus standard field gear includes a point-blank vest (A.R. 10, 70 C. Weapons
S.D.C.) for added protection and a limited amount of more pro- On Earth after Dark Day, weapons are much harder to come
tective combat armors are available for special missions. Faction by than they are in our own world today. The Nightlords have
Cost: 10 points. gone to great pains to disarm the people and restrict access to
5. Gimmick Clothing. A full range of clothes, including ba- firearms. No more rifles at Shop-Mart, no more shotguns in
sic body armor, plus up to $10,000 per team member for various pawnshops. But there were a lot of firearms circulating long be-
gimmicks and additions, such as spring-loaded holsters, dis- fore the Nightlords came, and much of it is still out there. Fur-

117
thermore, there is a growing black market underground for 2. Minor Occult Library. The faction has scraped together a
weapons, and many crime rings now deal in the sale of weap- small collection of books on magic, myth, monsters and mysti-
ons. Faction issued weapons come with an unlimited supply of cism that it deems to be fairly credible. While a couple books
ammunition. Any expended ammo or damaged weapons are re- may be truly rare, most are available at many New Age shops
placed automatically. through special order and used bookstores. None can enable the
1. None. The characters must buy or steal their own weapons characters to learn new spells, but may be useful in identifying
and ammunition. No automatic replacement. Faction Cost: magical effects, creatures of magic, demons and monsters. Fac-
None. tion Cost: 5 points.
2. Ammunition. The faction provides ammunition for weap- 3. Good Occult Library. The faction has a secured location
ons supplied by the character except in cases of exotic rounds or or two in which it keeps several rare, valuable texts on magic
heavy ordnance, meaning the faction does not have depleted and the supernatural. While many are incomplete, crumbling or
uranium rounds, spare Stinger missiles for your shoulder-fired in hard-to-decipher lost languages, they provide valuable insight
launcher, or E-Clips for that nifty laser gun. However, standard on magic, world history, occult history of the ancient world, and
ammo is in abundance. Faction Cost: 5 points. even other planes of existence. There is a small chance that a
3. Martial Weapons: Any and all types of melee or ancient practitioner of magic can find books and tomes that teach basic
weapons are provided. This includes knives, swords, maces, magical knowledge and the occasional low level spell (10%
spears, bows and arrows, and the like. May include gimmick chance of finding a level 1-3 spell for every 2D6+24 hours of
weapons and ammunition like explosive/trick arrows, slingshot research, with a maximum of 1D6+ 1 spells hidden in the musty
pellets, and so forth. Faction Cost: 10 points. This feature CAN old tomes; G.M.s may determine what spells are found). The li-
be combined with others in this category, but must be purchased brary provides a bonus of +5% to all Lore skill rolls when the
separately. characters have direct access to it, meaning they have to be
physically present in the library. Faction Cost: 10 points.
4. Armed Agents. Each agent is issued two conventional
weapons, with a maximum value of $2,500 each. Additional 4. Online Occult Library. Like above, except the faction
ammunition is provided free. Faction Cost: 20 points. has had every text scanned, catalogued and made available
through direct Internet connections. The library is on its own se-
5. Enchanted Weapons. As #3 & #4 above, except one fa-
cure server, and is accessible only through a direct link (it's not
vorite weapon of every character who is a member of the faction
a web page someone can stumble across, more like an old BBS)
has been permanently enchanted. This is a highly personal
that requires the right software and is highly encrypted and pro-
weapon, often very stylized, and can be either melee or ranged.
tected. This not only allows agents to access the library from
Treat the weapon as though it was under the effects of an En-
virtually anywhere in the world, but it also allows them to more
chant Weapon ritual, meaning it, or ammunition fired from it,
easily search through the voluminous records, adding a + 10%
does double damage to all supernatural creatures and creatures
bonus to all Lore and Research skill rolls. Faction Cost: 20
of magic, but does normal damage to humans and other mun-
points.
dane creatures. This weapon is often presented as part of a rite
of initiation or as a reward for outstanding service, and usually 5. Vast Magical Knowledge. This faction specializes in
won't be available until the character has proven himself as magic and has collected a treasure trove of magical knowledge,
loyal, capable and competent. An enchanted weapon that is lost ancient spells, scrolls and lost texts. Some books may not have
or stolen is rarely replaced. Faction Cost: 40 points. even been written in this dimension. All of the knowledge has
been scanned into an online database. There are several massive
6. The Arsenal. Each agent is allowed to choose up to
hard drive copies of the entire library hidden in different parts of
$100,000 worth of conventional weapons, with all appropriate
the world, in case the main server goes down or (God forbid) the
ammunition included, and future ammunition supplied as
primary library is raided by the Nightlords and destroyed. There
needed. This can include shoulder fired missile and rocket
are several permanently staffed librarians, often mages them-
launchers, grenade launchers, heavy machine-guns, grenades,
selves, who know almost all there is to know about what the li-
explosives, vehicle-mounted weaponry and the like. (Note: In
brary contains. There is a 25% chance of a practitioner of magic
other Palladium games, this also provides access to $500,000 in
finding any spell from levels 1-3, and a 10% chance of finding
gimmick or energy weapons, like laser guns, but weapons tech-
any spell from levels 4-5 somewhere within the library. The li-
nology and advancement in general has been stunted with the
brary provides a + 15% bonus to all Lore skill rolls and Research
Nightlord invasion, making such weaponry nearly non-existent
skill rolls. Faction Cost: 40 points.
in the Nightbane® RPG.) Faction Cost: 50 points.
6. Bibliotheca Magus Maximus. This faction has a
D. Magical and Occult Resources mind-boggling collection of mystic knowledge it has been col-
This section details access to occult and magical knowledge lecting literally for centuries. Not all of the books and scrolls of
the Great Library in Alexandria were destroyed, a few of them
held by the faction and accessible to its agents. These resources
made their way into this collection! Many, many of the books
can allow characters to research spells, magical effects, and
hard-to-find ancient mystic knowledge, depending on how well are one-of-a-kind, and there are some which were written just
for this collection. The main library is kept at an extremely se-
the faction is stocked.
cure location, such as an Astral Domain, and has numerous
1. None. The faction has no occult or magical resources be- protections. Many of the more valuable books have been ensor-
yond what the character has to offer. Faction Cost: None. celled to be impervious to fire, water and the ravages of time.
The faction not only has books, but also has a collection of rare
118
components for use in spells and rituals. There is a 25% chance 6. Unlimited Specialty Vehicles. Every member of the fac-
of a mage finding any spell from levels 1-6. Those drawing on tion is provided with a common "work" vehicle, as well as a
the vast knowledge contained in the library to research and cre- high-end and expensive vehicle, along with a budget of $50,000
ate or design their own spells (as per the spell design rules in for special modifications. Spook Squad (and the Nightlords)
Through the Glass Darkly) enjoy a +10% bonus. Having ac- have this level of transportation resource, but few others. No-
cess to the library provides a +20% bonus to all Lore skill rolls body knows where Spook Squad gets this kind of funding, and it
and +20% bonus to Research rolls. Even those without the ap- is rumored they may secretly own one of the world's major au-
propriate Lore skill have the equivalent of level one proficiency tomobile manufacturers. Faction Cost: 60 points.
when using the resources in the library. Many, but not all, and
certainly not the rarest tomes, are available through special F. Communications
Internet access. The faction requires its members to view the This is a measure of how good the communications network
rarest tomes only at the main library, only in person, and always and devices are within the faction.
under supervision. Sometimes what you know CAN kill you. 1. None. Members of the faction must use public phones,
Faction Cost: 60 points. their own phones, or pay as you go phones, and pay for all calls
and communications out of their own pockets. Faction Cost:
E. Vehicles None.
Transportation provided by the faction to its members. Also 2. Basic Service. The faction has land line telephones at all
includes information on the agency's fleet of vehicles. safe houses and bases of operations, traditional walkie-talkies
1. None. Can you run? Fly? Swim? We sure hope so, because for field use (particularly in the Nightlands ), uses regular mail,
you're not going to get any kind of ride from the faction. Fac- commercial delivery services and e-mail services. Faction Cost:
tion Cost: None. 2 points.
2. Public Transportation. The faction has no vehicles of its 3. Extensive Communications System. Each member is
own and sends all agents out via commercial transit methods. In provided with an untraceable cell phone with unlimited minutes
other words, its operatives must take the bus, use the subway, and video/camera capabilities, and an e-mail account. The fac-
rent a car, and use regularly scheduled airlines, trains, ships and tion can also provide "clean" disposable cell phones, online
similar transportation. The faction tries to provide reimburse- message boards and websites disguised as ordinary web pages,
ment for reasonable transportation expenses when it can, but and a private computer bulletin board system that is password
that is never a sure thing. Furthermore, in the world after Dark protected and monitored regularly. Furthermore, the faction can
Day, public transportation can be dangerous, particularly in provide field operatives with Global Positioning devices; field
large cities at night. Being on the subway in New York City or radios, video-cameras, digital cameras, scrambler systems, and
riding a late night bus in Detroit or Chicago is almost like play- basic commercial surveillance equipment. Faction Cost: 10
ing Russian roulette. Faction Cost: 3 points. points.
3. Limited Fleet of Vehicles. The faction provides medium 4. Secured Network. Same as #3, above, except all the fac-
to high ranking members and independent cells with one or two tion's telephones and radios are equipped with scramblers,
vehicles for general use. This means that their regional leaders e-mail accounts are provided with data encryption keys, and the
and Arbiters are provided with a car, and there's likely a large faction has a "hidden" Internet service run off of its own servers
vehicle like a truck, mini-van, van or S.U.V. provided to each and only accessible through special software. They can also pro-
"cell." The vehicles will be repaired when damaged or replaced vide basic film, video, and surveillance equipment. Faction
when destroyed, as long as superiors do not believe the vehicle Cost: 20 points.
was destroyed in a reckless manner. This faction also tries to re- 5. Satellite Network. Same as #3, above, plus instant com-
imburse its members for gasoline they might use in their own munications anywhere in the world is provided through a system
vehicles, provided they can show it was used for faction busi- of ground-based, microwave transmitters and satellite relay sta-
ness. Faction Cost: 10 points. tions. Each and every individual agent is wired with a scram-
4. Fleet Vehicles. The faction maintains a fleet of standard, bled, private signal channel. Note that these satellites and relays
unmodified vehicles. Small cars, minivans, small boats and are "hijacked" by piggybacking illegal signals across legitimate
small aircraft are available. All vehicles are the most common systems. Additionally, the faction may use supernatural means,
and cheapest kind available. In some cases, the faction may own such as ley lines, spells, Entities and the Astral Plane or the
or manage a car dealership or car rental business that it uses as a Dreamstream when it needs to avoid technological means of
front, hiding the faction's use of the vehicles through computer communication. Faction Cost: 35 points.
hacking, as well as accounting and paperwork tricks. Fuel or a 6. Unlimited Communications. The faction has a private
reasonable bank account to cover fuel expense is also provided. satellite network with 12 dedicated satellites covering the globe,
Faction Cost: 15 points. its own private telephone network, and a private mail carrier
5. Specialty Vehicles. The same as #4, above, except with a system. Plus a worldwide data network serviced by a supercom-
wider range of commercially available cars, trucks and work ve- puter at each main base of operations. Faction Cost: 55 points.
hicles, including luxury sedans, humvees and sports cars. The
vehicles of leaders and vehicles used for special missions often G Offices, Hideouts & Distribution
have some modifications, such as extra armor, nitrous oxide sys- Just how widespread are the offices and personnel of the fac-
tems, hidden compartments, and the like. Faction Cost: 40 tion? When designing the faction, keep in mind that anything
points.
119
the size of a Coven or smaller is going to be limited to Urban at certain laws, etc.). Members cover all strategic areas in the
best. home country and in any other countries in which it has a pres-
1. None. All agency personnel, including the director, work ence. Each key city has 1D4 "safe houses" (same as described in
out of their homes or a secret lair, or public places, like libraries, #4), while secondary locations have only one. Also likely to
Internet cafes, restaurants, shopping malls, etc., where they are have at least one small Astral Domain or a hidden base in the
not likely to be noticed or their activities traced. There are no Nightlands. Faction Cost: 45 points.
real offices or bases connected to the faction. 1D4 abandoned 6. Worldwide. The faction maintains a major base of opera-
buildings are known and used as temporary hideouts, as well as tions in every major city in the world and has agents in every
the homes of friends and fellow agents. Faction Cost: None. capital city, and numerous strategic locations. Each key city in
2. Urban. All the faction's facilities are crowded into one which the faction has a presence there are 1D6+4 safe houses
city, possibly even one building in one city. No remote bases. identical to #4 (with one having $25,000 worth of additional
2D6 abandoned buildings are known and used as temporary special items/resources), 3D6+ 12 abandoned buildings and
hideouts and meeting places. 2D4+ 1 special "safe houses" have other sites it uses as temporary hideouts, meetings, drops, traps,
been established as hideouts: most are in the city, but at least ambushes and armed clashes. Furthermore, the faction operates
one is located in a suburb and one in the country. All are small, a large Astral Domain, secured from most unwanted intruders as
accommodating four to six individuals comfortably, and have all well as 1D4 bases in the Nightlands. Faction Cost: 60 points.
the common appliances and resources one would find in a home.
Special items include $2,000 in cash, first aid kit, two 9mm pis- H. Sponsorship
tols and 12 clips of extra ammunition, a two week supply of Exactly who is controlling the faction, providing them with
food and bottled water for six, a desktop computer with internet their leadership and the real source of their funds?
access and an old, but reliable clunker of a car or pickup truck. 1. Secret. The player characters have no idea who is really
Faction Cost: 5 points. behind the faction or what their hidden motives might be. Are
3. Regional. The faction has an elaborate base of operation in they really an altruistic faction bent on saving the world, or are
one large city (like New York, Chicago, Houston, or L.A.) plus they secretly puppets of a Vampire Intelligence or the
1D6+6 cities or suburbs around that city, or operates in a spe- Nightlords? Faction Cost: None.
cific part of the country such as the Eastern Seaboard or Mid- 2. Former Military. The faction is run by former military or
west of the United States or Canada. An office is located in intelligence operatives who went underground after the Dark
every major city of that region, with field agents, 1D6+6 safe Day invasion. These individuals are probably not aligned with
houses, weapon caches, and hideouts in every one of those cities Spook Squad and might even be a military or intelligence opera-
where the faction has a presence, as well as agents and resources tion from another country. For example, rumor has it that MI-5
scattered at strategic locations in the countryside (a specific went underground in Britain after receiving warnings from allies
port/dock, vacation spot, farm, etc.). A regional "safe house" is in the U.S. and now operates a Spook Squad-style faction
basically the same as described in #2, except that there is $6,000 throughout Europe.
worth of additional special items/supplies, whether it be plane A military sponsored faction has at least a loose, if not rigid,
tickets, wardrobe, metal security doors, alarm, weapons, or military structure and focus on military goals, operating like a
equipment. 1D6+10 abandoned buildings are also known and spy network or military agency, and engaging in sabotage, un-
used in each city as temporary hideouts, meeting places and dermining and harassment of the enemy, disrupting enemy com-
drop sites. Faction Cost: 20 points. munications, rescue missions, intelligence operations, seek and
4. National. The faction has offices and field agents in one, destroy missions (targeting minions and other enemies and ri-
entire country. A large country like the USA, Canada, Mexico, vals), and "sanctioning" the assassination of high-ranking en-
Russia, China or Australia, will see resources stretched thin with emy operatives when the chance presents itself. Faction Cost: 4
bases of operations only located in key major cities or strategic points.
locations (e.g. a small or remote community not far from a rna- 3. Private Industry. One possibility is the faction is spon-
jor city, industrial complex, military base, seat of power, etc.). sored by a private company that expects the faction to show a
In smaller countries like England, France, Germany, and many profit. The leaders' goals are to gather massive financial (and
others around the world, the faction will have an operation in political) power amongst the turmoil of the Nightlords invasion.
every major city as well as some smaller strategic operations They may or may not even know about the invasion, but they do
throughout that country and field agents in every medium-sized know the world has been quietly enveloped in chaos and they
community. Each key site or major city also has 1D6+2 "safe see the pandemonium and the opportunity to get rich and power-
houses" (same as described in #2, except that there can be ful. Of course, they realize that no one will profit if all of hu-
$10,000 worth of additional special items, whether it be plane manity is enslaved or destroyed, so there is a point where they
tickets, wardrobe, metal security doors, alarms, weapons or understand that preventing that dark destiny is the most profit-
equipment), 2D4 abandoned buildings used as temporary hide- able action of all. How bad things have to get before the capital-
outs and meeting places wherever the faction has agents, and istic leaders of the faction realize that cold truth varies based on
many contacts. Faction Cost: 35 points. their individual morals. Another possibility is that the private
5. Multinational. The faction maintains a major office in all sponsor is supporting the faction for philanthropic or altruistic
the large cities of its own country, and in all the major cities of reasons - like saving the world, destroying the Nightlords or
1D4 neighboring countries and 1D4 other countries it considers even keeping parts of the country free of the Nightlords' cor-
to be important or strategic (may have holdings there, exploits rupting influence. Note: If the secret private industry sponsor is
120
ever discovered by the Nightlords, their company will be at- 5. Big Bucks. Faction can get up to 1D6xl0 million dollars
tacked on many levels (legal, financial, political, etc.) and funds per special project. Faction Cost: 35 points.
could dry up for the faction overnight. That's why most private 6. Mega-Bucks. Faction has up to 2D6x$100 million avail-
industry sponsors keep their identity a secret. Faction Cost: 6 able. Faction Cost: 50 points.
points.
4. Government. This faction is actually sponsored by a legit- J. General Alignment of Agents
imate government that has either gone into exile with many of The majority (80%) of the faction's personnel falls into this
its resources or has somehow stood firm against the Nightlord category. Player characters and specific NPCs may be the ex-
invasion. The homeland is either occupied by the Nightlords, ception.
with the citizens unaware their true government has been driven 1. Evil: Miscreant and Diabolic. Faction Cost: None.
into the shadows, or they are currently at war with a nation con- 2. Evil: Aberrant. Faction Cost: None.
trolled by the Nightlords. There are several such countries in the
3. Anarchist. Faction Cost: 2 points.
world, many with strong supernatural traditions and back-
grounds that they held on to for centuries, maybe even millen- 4. Anarchist and Unprincipled. Faction Cost: 4 points.
nia, including several small countries in Africa and Asia. Agents 5. Unprincipled and Scrupulous. Faction Cost: 7 points.
of this faction are charged with undermining the Nightlords' 6. Scrupulous and Principled. Faction Cost: 10 points.
plans of subjugating their home country, and ultimately, shaking
the Nightlords' grip on the world. (And, hey, if the end result is K. Criminal Activity
the homeland being elevated to a superpower, all the better.) Since most factions are considered illegal by the Nightlord
Faction Cost: 12 points. controlled governments already, many are willing to participate
5. International Organization. A multinational group of in criminal activity both to fund their operations and to help un-
power players pull the strings of this faction (and probably dermine Nightlord rule. Some, additionally, have such criminal
many others our heroes know nothing about). They could be enterprises as their goal. For example, the Warlords and Golden
world leaders in hiding, business magnates, a cadre of powerful Posse engage in both drug dealing and prostitution not to fund a
magic users, a group of generals from armies across the world, war against the Nightlords, but to line their pockets. The number
or other men and women of power. Their goals could be to save and distribution of the following criminal enterprises should
the world, or grab power for themselves or their corporation, or correspond with the distribution of the faction, as detailed in G.
even to secretly help the Nightlords in hopes of being granted Unlike in other sections, multiple selections can be made from
incredible power over their fellow humans. Their goal could this list as long as the points are available.
also be to take control of the world for themselves. Thus, the 1. Con Artists. The faction specializes in fast-talking confi-
player characters and their faction could be working toward the dence artists who fool people into financing wild schemes,
same goals as their sponsor, or their sponsors may have their handing over cash on hand, buying fake goods, buying junk,
own agenda, and the faction is one of their pawns in a larger taking bad loans, turning over information, or otherwise parting
game. Faction Cost: 20 points. with their hard-earned money or data in any number of
6. Agent Sponsored. The agents (and player characters) con- get-rich-quick schemes where only the faction (or the con artist)
trol and finance the faction themselves (by whatever means they gets rich. May also deal in buying and selling substandard
can muster), and can set policy and choose whatever goals they equipment or faulty intelligence and information. Has one or
like. Faction Cost: 25 points, unless the faction size is Coven or two at each major faction base of operations. If good guys,
smaller, in which case the cost is 5. Nightlord operations, Nightlord henchmen, sympathizers and al-
lies, the corrupt government and law enforcement are the main
J. Special Budget targets, perhaps small time criminal operations as well. If the
This feature is the money available, not for regular operating faction is predominantly bad guys, anybody is a potential
costs, but for any kind of special projects. In other words, how "mark" - though they probably try to steer clear of the
much money is available to "front" an operation. For example, Nightlords and their associates. Faction Cost: 10 points.
if the members of the faction are ready to bring down a Night 2. Sex Trade. This faction makes its money via the sex trade,
Prince, this would determine just how much cash the faction can from selling pornography to operating strip clubs, escort ser-
afford to spend on special weapons and equipment, magic, hir- vices and even ladies of the night who sell sexual favors. Good
ing extra muscle and so on. guys may use their female members and associates to gather in-
1. None. No money available for any special projects. Fac- telligence from clients who have gotten loose lips and talk too
tion Cost: None. much with every drink they swallow and every sexual advance
2. Nickels and Dimes. Up to 2D6x$1,000 is available for directed their way. Even operations where the females do not
any one operation, but it had better be a success! Faction Cost: 5 actually sleep with their customers can get volumes of informa-
points. tion this way. Add a few psychics to plumb deeper into there-
cesses of the mind, and the possibilities are incredible. The
3. Small Potatoes. Faction can dig up 2D4x$10,000. Faction
Cost: 15 points. practice may be morally questionable (and dangerous) but sur-
prisingly effective. Bad guy factions will have their members
4. Large Loans. Faction has up to 3D6x$50,000 to kick into
and associates engage in prostitution, probably drugs and other
any important mission. Faction Cost: 20 points.
dirty dealings, and very possibly white slavery and even the "ac-
quisition" and sale of women for blood sacrifices in magic ritu-
121
als. Agents/dancers/prostitutes are likely to include humans, gal, rare or "hot" (stolen) commodity. In many cases, the smug-
Nightbane and other females who are supernatural in nature. glers have no idea who they are working for or what they are
Faction Cost: 10 points. smuggling. Everyone and everything is fair game in the secret,
3. Computer Hacker/Information Broker. Knowledge is supernatural Cold War currently being fought on Earth and in
power, especially since Dark Day, after which nothing is as it the Nightlands. Some smugglers even use the Nightlands and
seems. A faction that deals in the acquisition, sale and distribu- the Astral Plane as means to smuggle goods. Faction Cost: 15
tion of information is in a position of considerable power - and points.
risk. Everybody wants to know something. And in a world of 6. Gun For Hire - Bodyguards and Assassins. This faction
dark conspiracies, deceit, lies and secret invasions, there are a offers the service of armed protection/bodyguards and murder
wealth of secrets waiting to be plumbed and exploited. The for hire. If heroes, the faction only targets the minions, hench-
members of this faction will include those with skills in under- men, associates and sympathizers of the Nightbane (targeting
cover operations, espionage, surveillance, communications, Nightlords and Night Princes beyond their capabilities). Like-
computers and computer hacking. The good guys use this infor- wise, they predominantly guard good guys who oppose the
mation to help themselves, the innocent, other heroes and other Nightlords at a fair price, and charge unsavory clients an arm
factions, as well as to undermine the Nightlords, their minions, and a leg. If bad guys, they cater to criminal clients, are willing
henchmen and human sympathizers. Bad guys use the informa- to work for (and kill) anybody, don't ask questions as long as
tion to blackmail and extort money, gain political and financial the price is right, and may even contract out to other factions,
influence, to force favors, and sell information to whoever is the NSB and the Nightlords! Faction Cost: 10 points.
willing to pay them the most. Opportunists may sell data to both 7. Protection Racket. The faction and its members strong
sides of the Hidden War, or since their loyalty can be bought, arm certain local businesses into paying "protection" money to
work for whoever pays the best, and that is likely to be the the faction. If good guys, the faction targets businesses that need
Nightlords. Good or evil, the faction employs at least one master protection from the Nightlords, their law enforcement henchmen
computer hacker who is involved in a plethora of cyber crimes or the criminal element. Although heroes with good intentions,
which can range from elaborate money laundering operations they can not afford to provide this service for free. In some
and breaking into secured NSB computer networks to simple cases, they may target businesses (even criminal operations)
identity theft and "spam" e-mail schemes. Faction Cost: 20 with ties to the Nightlords, using the logic that their protection
Points. racket gets Nightlord money used to battle the Nightlords. If
4. Robbers. The faction engages in mugging, breaking and criminals or opportunists, the faction runs the classic protection
entry, home invasion, knocking over jewelry stores and armored racket in which business owners pay to protect them from the
cars, and armed robbery, perhaps even bank robbery! This is faction! If the payments are not made on time, something "bad"
more than just cracking some hapless person upside the head could happen to the establishment and/or its owners or employ-
and taking his wallet. This group considers itself a cadre of ees. Faction Cost: 15 points.
highly-trained, professional burglars. Good guys, Nightlord op- 8. Car Thieves and Chop Shop. The faction operates an ex-
erations, Nightlord henchmen, sympathizers and allies, the cor- tensive automotive larceny operation and chop shop. Expert car
rupt government and law enforcement are the main targets of thieves go out and steal specific makes and models of car and
their robberies, perhaps small time criminal operations as well. the chop shop cuts them up for parts, makes them unrecogniz-
If bad guys, anybody is a potential "mark" - though they proba- able to their original owners and in some cases, adds extras such
bly try to steer clear of the Nightlords and their associates. Rob- as bullet-proof windows and armor for special faction needs.
bers, good and bad, may also steal information, though that is This type of operation can generate a large amount of revenue.
more the domain of Hackers. Faction Cost: 10 points. If good guys, the vehicles they target for theft belong to busi-
5. Smugglers and Dealers in Contraband. The faction en- nesses, henchmen and known associates of the Nightlords, and
gages in operations that involve the acquisition and transporta- may include criminal organizations, law enforcement, the NSB,
tion (i.e. smuggling) of illegal goods and contraband. Adept at government agencies and employees, and minions pretending to
moving contraband across borders undetected, these criminals be human. If bad guys, they steal from anyone and probably shy
buy, sell, and transport scarce, illegal, or dangerous goods. They away from those associated with the Nightlords. Faction Cost:
will also protect, hide and deliver secret packages, contraband 10 points.
and information for outside clients. If good guys, that means 9. Shady Business. The faction runs an operation on the
stealing from the holdings of Nightlords and their human sym- shady side of the law, such as pawnshops, strip clubs, bookie
pathizers and henchmen, and giving it or selling at a fair price to operations, unlicensed gambling club/casino, blind pig, unli-
those in need, such as other factions, Nightbane refugees, those censed nightclub/bar, raves/dance parties, and similar "busi-
who oppose the Nightlords, and so on. Likewise, contraband is nesses." If good guys, the business may be a place where
likely to be medicine, food, clothing, other supplies, weapons, Nightbane and supernatural beings are welcomed (like Club
and information rather than illegal drugs and other things that Freak), or a front for an operation that helps Nightbane and oth-
hurt people. Bad guys will deal in drugs, human slave traffick- ers who oppose the Nightlords. Or it might be exactly what it
ing, guns, etc., and work for anyone and sell to anyone who can seems to be, but the faction that runs it turns a blind eye to the
afford them. goings-on of its patrons, particularly Nightbane and other super-
Most smugglers, well intentioned or evil, will have good con- natural beings and enemies of the Nightlords. ("No, officer, I
tacts with the criminal underworld, organized crime and other don't remember seeing anyone like that.") If bad guys, the fac-
factions. Can be useful when the faction needs to find some ille- tion is in it for the money, but may still cater to Nightbane, su-
122
pernatural beings, or the criminal element, and may sell or allow leaves itself open on purpose to lure the enemy into some truly
drugs, guns, or prostitutes on it premises. Faction Cost: 12 Machiavellian scheme.) Faction Cost: None.
points. 2. Lax. A security guard at each entrance to every major fac-
10. Document Forger. The faction specializes in the cre- tion base and meeting; he checks visitors in and out. Identifica-
ation, sale or trade of false I.D. and documents including false tion is simply printed and signed (no pictures or fingerprints), or
driver's licenses, passports, birth certificates, social security one member vouching for an associate, contact, friend or poten-
cards, citizenship papers, identity cards, credit cards, invoices tial new member. Safe houses are secured by the old "key under
and other documents. This occupation includes a familiarity the welcome mat" routine or something similar. 15% chance of
with photographic fakery, Photoshop and other graphic design each member being an infiltrator. Faction Cost: 5 points.
and image manipulation using computers. If good guys, the fac- 3. Tight. Alert, likely supernatural or psychic guards watch
tion sells such fake I.D.s and documents to Nightbane and allies every entrance to every faction-run building. Electronic alarms
who need new identities to fight or hide from the Nightlords. and electronic picture I.D. pass cards are all part of the faction's
Such items are sold at a fair price, and a certain amount are security system, both at bases, meeting places and safe houses.
given away to those truly in need. Likewise, the faction creates At highly secure locations, practitioners of magic, psychics or
I.D.s that enable their operatives to access and undermine, sabo- Nightbane are used to read everyone's aura to assure there are
tage or attack Nightbane operations and sympathizers. If bad no Ashmedai or other shape changers sneaking in. New faction
guys, the faction sells to anyone and gouges their customers - members are questioned heavily and their backgrounds thor-
the more needy the individual, the higher the price. Faction oughly checked out, reducing the chance of infiltrators to 10%.
Cost: 25 points. Faction Cost: 10 points.
11. Gun Runner. This faction makes its money by arms 4. Iron-Clad. Same as #3, above, plus every entrance and
dealing, and buys, sells and trades all sorts of weapons, ammu- exit is under constant video surveillance. Even the safe houses
nition, explosives, and gun accessories (holsters, gun sights, have hidden cameras over the doors that are routed to a security
etc.). If the group is composed of heroes, they primarily supply, depot in the same neighborhood, with one or two faction mem-
at fair prices, other Nightbane, heroes and resistance fighters bers whose job it is to keep an eye on the safe house. Everyone
who oppose the Nightlords. If they are criminals or opportunists entering a faction facility is checked using biometrics (retina
out to make a buck, they sell to anyone, at high prices, no ques- scanners, fingerprint readers, voice identification software, etc.)
tions asked. Faction Cost: 20 points. and/or magical or psychic means, subjected to a metal detector
12. Relocation Specialists. With the NSB, Nightlord con- and must be personally recognized by one or more trusted mem-
trolled law enforcement, and Nightlord minions actively hunting bers (not the "new guy"). Only a 5% chance of having a mole at
Nightbane, mages, psychics, and anyone who opposes the Ba'al, any faction facility. Faction Cost: 20 points.
a lot of people (good and bad) who cross the Nightlords find it 5. Paranoid. Same as #4, above, plus everybody entering
necessary to get out of town or die (or worse). Hired muscle is must pass through multiple biometric tests, is strip searched,
not enough, they need someone with street-smarts and connec- subjected to a telepathic probe and/or Words of Truth spell, and
tions to smuggle people out of town or out of the country safely. no one can so much as enter a bathroom without being noticed.
That's what this faction does. These "escape and evasion teams" Multiple checkpoints and constant personnel checking reduce
get you out of a dangerous place in a hurry, and accompany and infiltrations to a 3% chance at any faction facility. Faction Cost:
escort the fugitives to safety for a price. Usually a steep price 30 points.
due to the high risk involved. Ifthe faction is composed of good 6. Impregnable. An insanely tight version of #5, above, in-
guys, they welcome the chance to a) make money for the fac- volving high security, surveillance and a complicated barrage of
tion, b) save lives, and c) thwart and even battle and kill minions tests, signs and countersigns, searches, psychic and magical
of the Nightlords. Heroes will also perform a certain number of probes, heavy biometric security for each and every person en-
pro bono missions, or help innocent people at rock bottom tering any faction-run building. Even the doorknobs on safe
prices. Bad guys, they do it for the money and will help anyone houses take a blood sample to check DNA before they will al-
who can afford their steep prices. Pay cash in full, up front, or low entry! Only a 1% chance of an infiltrator being found any-
suffer the consequences. Faction Cost: 15 points. where in the faction (and you can be sure he or she is a
dangerous professional). Faction Cost: 50 points.
L. Internal Security
How vulnerable is the faction to internal infiltration? This M. External Infiltration
feature determines exactly that. This is the only thing that pre- A measure of how well the faction has infiltrated and cor-
vents spies from already having been placed in the organization rupted enemy and rival factions. There may even be attempts at
and varies according to the faction's security measures. infiltrating friendly or allied factions Gust in case). An important
Nightlord minions, enemy faction members, "turncoats" and un- side benefit for external infiltration is that captured characters
reliable "associates" and contacts can only be prevented with may be provided with an "accidental" opportunity to escape by
high levels of internal security. a "friend" within the faction.
1. None. Anyone can walk in or out of faction bases and safe 1. None. The faction has no infiltrators. Faction Cost: None.
houses. New faction members are not screened and there is a
2. Occasional. The faction occasionally manages to infiltrate
25% chance of any member being an enemy spy or infiltrator.
or pay off some low ranking person in another faction. These
The faction is extremely vulnerable to outside forces, manipula-
are usually new and/or unimportant members who rarely have
tion, raids and attacks. (Of course, it is possible the faction
123
any idea of what is really happening in their faction. At best, it's probably best if members hide their faction affiliation more
they can provide rumors and clues. 2% chance of having a spy than usual. Faction Cost: None.
or stool pigeon placed inside other local factions. Faction Cost: 2. Scoundrels. The faction is highly persecuted by the
5 points. Nightlords and generally viewed with disdain by the other fac-
3. A Source of Information. The faction has managed to in- tions. The only thing keeping the other factions from turning on
filtrate 1D4 enemy or rival factions. This spy poses as a member this group is the fact that it would take energy from more impor-
of the enemy group and is privy to most things known to all tant struggles, and they do not see the group as worth the effort.
members of the enemy faction. High level information and com- This makes it very difficult to get information or work with the
munications are NOT known. Faction Cost: 10 points. other factions. Faction Cost: 5 points.
4. General Infiltration. The faction has managed to place 3. Unknown. For good or ill, this faction has kept its head
1D4 infiltrators in all of the enemy's local factions and in 1D6 down and profile low, thus most people and factions do not
of their regional facilities! Infiltrators provide reasonably good know they exist. They have also managed to stay off the radar of
intelligence on basic operations, procedures, personnel, sched- the Nightlords. If the Ba'al or their minions are aware of them at
ules, plans and all data known to the average member of each all, the faction is not considered to be an immediate threat or a
faction infiltrated. Not privy to top secret or high levels of infor- serious concern. Members of this faction are viewed with suspi-
mation, but may (38% chance) be aware of rumors about opera- cion by other factions because so little is known about them and
tions and internal operations and conflicts. Faction Cost: 25 they could even be a Nightlord front. ("Funny, I think I have
points. heard of you people, but . . . keep your hands where I can see
5. Significant Infiltration. The faction has managed to place them.") Or they may be disregarded as wannabes or newbies
infiltrators throughout the enemy faction's regional structure who have yet to prove themselves to be worth any real consider-
and at 2D4 of their national facilities (roughly equivalent to #4, ation, but who are treated well when their actions merit it and
above, but on a much larger scale). 1D6 infiltrators hold high generally given as fair a shake by the other factions as an un-
positions within the enemy camp, making them aware of deli- known could expect. Faction Cost: 10 points.
cate and time sensitive information such as the location of pris- 4. Respected. This faction is reasonably well-known andre-
oners, secret detention and interrogation centers, the identities of spected by Nightbane and in the underground supernatural com-
agents in the field, pending targets for attack, the attack plan and munity. Its members are considered to be fairly effective at what
schedule, level of force, strategies and tactics, and other vital in- they do, and members of other factions are likely to be reluctant
formation. Faction Cost: 40 points. to betray members of this organization for fear of retribution or
6. Blanket Infiltration. Fundamentally the same as #5, damaging their own reputation. The Nightlords have just begun
above, except infiltration is throughout the entire enemy net- to pay this faction attention, but don't know what to make of
work on a global scale, but the most comprehensive infiltration them yet. Faction Cost: 20 points.
is regional. There are numerous faction members holding low 5. Well-Known. The reputation of top league professionals,
level positions throughout the enemy faction's entire network, this faction is renowned and highly respected (or feared) in the
several high level infiltrators at every major local and regional supernatural community. They are considered to be heavy-hit-
base of enemy operations, and 1D4 infiltrators at a high position ters capable of holding their own with any group they tangle
in every major enemy base of operation around the world. There with. Most members of other factions want to be on good stand-
may even be 1D4 who hold positions of leadership at the top ing with this faction and may want to work with or help them
ranks of the enemy faction. However, if a leader is discovered to whenever possible. The Nightlords are well aware of this faction
be an enemy spy/traitor, it will cause a shake out of the entire and while they'd like to see the group destroyed, unless the fac-
organization and the infiltrating faction will lose 2D4xl0% of tion becomes a real headache for them, it is midway on their en-
its spies as a result. Unmasked infiltrators will be executed after emies' list; giving the faction a little breathing room. Faction
a long, torturous interrogation and period of captivity, and the Cost: 30 points.
faction responsible will become a target of serious retribution. 6. Feared and Infamous. The faction has a reputation for
Faction Cost: 60 points. being a hardcore group of consummate professionals. The
Nightlords' minions have more than a little bit of fear regarding
N. Reputation this faction and their Ba'al masters want the head of its mem-
What is the reputation of the faction? The credentials deter- bers on a pike. Now! The Nightlords and their minions want to
mine how much notoriety, respect or fear the faction commands. see the faction obliterated, but they are, a) hesitant to make any
The greater the reputation, the more determined the Nightlords major moves against it for fear of their own losses, b) enhancing
(and/or other enemies) are to destroy them. the faction's reputation with every victory it can claim, and c) in
1. Reviled. Not only are they at the top of the Nightlords' no real hurry to cross this group unless directly ordered to do so.
Most Wanted List, but for some reason, every major faction (and Members of other factions whisper the name of this group with
most minor ones) wouldn't mind if the Nightlords succeeded in reverence (or fear) for its exploits, and are happy to work with
wiping them off the face of the Earth. All members of this fac- and assist in any way they can. Some may even want to join the
tion are viewed with great suspicion by anyone who is aware of infamous faction. Just being a member can loosen the tongues of
the supernatural struggle occurring on Earth. Most independents those who fear them or would like to stay on their good side.
and small factions avoid being associated with this faction, and Faction Cost: 50 points.

124
DuBois family is intensely proud of its heritage, and the family
Some Notable Factions must approve all marriages, and even decide whether a female
member can be allowed to carry a pregnancy to term. There is
The DuBois Family some inbreeding between close cousins, but never enough to
cripple the family, and children born with defects are "disposed
Size and Organization: Secret Society of' through usually unexplained crib deaths.
A. Outfits: Specialty Clothing. 10 POINTS Pure-blooded DuBois descendents are inherently drawn to-
B. Equipment: Electronic Supplies. 10 POINTS ward the arcane arts. Most (75%) are simply acolytes with a
C. Weapons: Armed Agents. 20 POINTS good knowledge of the arcane, but there are several sorcerers,
D. Magical and Occult Resources: Vast Magical Knowledge. 40 mystics and priests of the Cult of Night, and even a few
POINTS Fleshsculptors and Channellers. There are numerous other peo-
E. Vehicles: Fleet Vehicles. 15 POINTS ple who work for the family that are in just as deep, but are not
actually members of the DuBois family. These individuals usu-
F. Communications: Extensive System. 10 POINTS
ally take roles as bodyguards, attorneys, chauffeurs and even
G. Offices, Hideouts and Distribution: Regional (Midwest, with mercenaries. Rarely is someone who is not a blood relative al-
key agents in D.C.). 20 POINTS lowed to take part in any ofthe family's mystical activities, and
H. Sponsorship: Private Industry (the family: but in this case, they are never 100% trusted.
the family seeks magical power instead of financial power). 6 The titular head of the family is Victor DuBois, Assistant
POINTS Deputy Director of the NSB (detailed later). He is the most visi-
I. Special Budget: Large Loans. 20 POINTS. ble member of the family, and most outsiders who know of the
J. General Alignment: Evil: Miscreant and Diabolic. 0 POINTS family's existence believe him to be its true head. However, ru-
K. Criminal Activity: Expert Assassins. 10 POINTS mors persist that the true head of the family is Old Lady DuBois,
L. Internal Security: Tight. 10 POINTS who is kept in seclusion.
M. External Infiltration: Information Source. 10 POINTS Some Seekers believe Old Lady DuBois to be Marilyn
DuBois, born in 1890 as the seventh daughter of the seventh son
N. Reputation: Reviled (but not hunted by the Nightlords). 0
of the first true leader of the DuBois family, Cornelius DuBois.
POINTS.
Marilyn was considered a disappointment because she could
The DuBois Family is one of the most notorious, magic in- never control her magic, and was prone to "fits" of uncontrolled
clined families in the world. Cunning, powerful and cold- mystic power as a child. However, she had a quick wit and
blooded, this family made a reputation for itself before Dark sharp intelligence, and was crucial to the family in other ways.
Day due to their obsession with taboo magic such as Necro- Her power, which seemed to come from "elsewhere," disturbed
mancy, Fleshsculpting and human sacrifice. They are one of the the more learned members of the family. It was not until the late
pillars of the Cults of Night and were instrumental in assisting 20th Century, when all her other siblings were dead, that Mari-
King Moloch with his invasion of Earth through dark rituals and lyn seized control of the family. She prepared them for Dark
political maneuvering. Day and turned members, like Victor, who had shown no apti-
No one is sure how this family got started, but other occult tude for magic, into Priests of the Cult of Night. Not only did
groups first noticed them in the early 1870s. This could be be- she prepare the family for Dark Day, but some say she was in-
cause the DuBois family are descendants of slaves, and when strumental in making it happen by organizing rituals across the
slavery was abolished in the South the slaves had no last names world. The Seekers believe that Old Lady DuBois receives her
and had to take the last names of their previous owners. It could magical powers directly from the Nightlords, or perhaps even
be that before then, the DuBois family had no name (at least not from The Dark, itself.
one known to westerners). There is a DuBois Plantation in Mis- Some, like the Nocturnes, scoff at this theory and point out
sissippi, but the plantation was bought by the family from its that Old Lady DuBois would have to be 116 years old (in 2006)
original owners shortly after the emancipation. No one has been and still running the family. If she lives, they say, she is a fig-
able to find any descendants of the original DuBois family that urehead only.
owned the plantation before the slaves who inherited it. Other key family members include Vernon DuBois, a 9th
The DuBois family quickly spread throughout the South and level sorcerer, who is Assistant Governor of Mississippi and a
gained an amazing amount of political power for a family of for- rising star in the Preserver Party; Janine DuBois, a 7th level
mer slaves. The family survived by being incredibly tight-knit, Fleshsculptor, is the family's chief financial officer; and Terry
with no tolerance for betrayal or moving against the greater DuBois, a 7th level Astral Mage known as the Keeper of the
family interests. But it wasn't until Dark Day that the DuBois Word, is in charge of the family's Astral-based storehouse of
family truly became a powerhouse. King Moloch has rewarded mystic knowledge.
the family well for their assistance, and continues to do so as Today, the DuBois family's power is concentrated in the
long as they remain loyal, utterly evil and depraved. Midwest, but they have tendrils in most major cities in the East
There are an estimated 100 core members of the family who and South. They are primarily focused on attaining more and
can trace their bloodline, unbroken, back to the original planta- more magical power, securing their place as royalty in what they
tion. Most female members have kept their last name when get- believe to be the "New Order" born under King Moloch, and
ting married, making the lines more easily traceable. The eliminating sorcerous orders that they see as competition.

125
There is no magic so foul that the DuBois family will not L. Internal Security: Tight. 10 POINTS
meddle with it. Some of their more secretive activities, such as M. External Infiltration: Information Source. 10 POINTS
summoning demons, are even banned by King Moloch. The
N. Reputation: Respected. 20 POINTS
DuBois family has worked with vampires, demonic entities,
even evil Nightbane and rogue Ashmedai, but have, thus far, The New Wanderers is a secretive coven, restricted entirely
successfully kept hidden or downplayed such incidents enough to Nightbane sorcerers dedicated to collecting every scrap of in-
to stay in Moloch's good graces. formation possible regarding the origin of their species. These
Both the Nocturnes and the Seekers would like to see the Nightbane believe that unlocking the secrets of the Nightbane's
DuBois Family fall, but both organizations would also like to past is key to their survival and the defeat of the Nightlords.
get their hands on the family's library of mystic knowledge al- Known to be rather fanatical, this group stops at almost noth-
most as much. ing to obtain any knowledge or artifacts regarding the Nightbane
and their origins. They have traveled extensively to the comers
of the Earth and to the Nightlands, and have even made deep
forays into Astral Space to find the secrets of their race. The
only thing that has kept them on the good side of other factions,
particularly the Seekers, is the fact that they only require com-
plete copies of any information that is discovered. They do not
steal mystical artifacts and scrolls from other groups as long as
they can get a complete and accurate copy of the information the
object contains.
It is believed the New Wanderers have existed since the
1950s. They are based out of Paris, France, because it seems
that most of the fragments from the Wanderer Diaries and other
books pertaining to Nightbane history have been found in Eu-
rope, specifically the former territories of the old Holy Roman
Empire.
Originally founded by a group of Nightbane sorcerers who
were curious about their species, the group's goal took on new
urgency after Dark Day, and they now believe that whoever un-
locks the secret origin of the Nightbane could wield tremendous
power, and influence the outcome of the War between Light and
Dark on Earth. The New Wanderers are determined to make
sure such an outcome ensures the survival of the Nightbane spe-
cies.
Membership in the coven is secret, and kept to less than two
dozen members at any one time. It is believed that many of
those within the coven are members of other factions at the
same time, always keeping an ear out for any tantalizing discov-
eries regarding the Nightbane's past.
In their efforts to obtain any fragments of information on
their history, they often have come across items and artifacts of
The New Wanderers arcane knowledge and mystic power. Much of this they keep for
Size and Orientation: Coven themselves, particularly knowledge regarding the use of magic,
A. Outfits: Utility Outfits (ritual robes). 2 POINTS to increase the power of their members and thus increase their
B. Equipment: Mystic Equipment. 20 POINTS chances for success. They actively trade with the Seekers,
Nocturnes and the Resistance in return for items they believe to
C. Weapons: None. 0 POINTS
be keys to the origin of the Nightbane species. Their efforts
D. Magical and Occult Resources: Online Occult Library. 20 have earned the New Wanderers the largest collection of infor-
POINTS mation on Nightbane lore in the world. They also have quite a
E. Vehicles: None. 0 POINTS collection of minor mystical items and an impressive knowledge
F. Communications: None. 0 POINTS of supernatural ancient history.
G. Offices, Hideouts and Distribution: Urban (Paris, France). 5 The New Wanderers, like the Underground Railroad, have a
POINTS high interest in the survival of the Nightbane species, and take a
H. Sponsorship: Agent Sponsored. 0 POINTS special interest in up-and-coming young Nightbane Sorcerers
I. Special budget: Small Potatoes. 15 POINTS (read: player characters). Those individuals who prove the most
promising are likely to be approached to work with the New
J. General Alignment: Anarchist. 2 POINTS
Wanderers as contacts or information sources before being in-
K. Criminal Activity: None. 0 POINTS vited to become members when they are more experienced.

126
and actively seek to woo her and her organization into the fold
The Yue Crime Syndicate of the Mystic Tongs. They know she is too old to learn the ways
Size and Orientation: Crime Gang of the Geo-Immortals, so they have begun targeting her proteges
A. Outfits: None. 0 POINTS with offers of mystic power and immortality. Interestingly
B. Equipment: Cheap Gear. 2 POINTS enough, Yue knows this and doesn't try to stop it, telling her
C. Weapons: Armed Agents: 20 POINTS students they must choose their own path.
D. Magical and Occult resources. None (Mrs. Yue won't share
her private collection even with other members of the syndi- Zero Tolerance
cate). 0 POINTS Size and Orientation: Night Crew
E. Vehicles: Limited Fleet Vehicles. 10 POINTS A. Outfits: None. 0 POINTS
F. Communications: None. 0 POINTS B. Equipment: Electronic Supplies. 10 POINTS
G. Offices, Hideouts and Distribution: Regional. 20 POINTS C. Weapons: Ammunition. 5 POINTS
H. Sponsorship: Private Industry. 6 POINTS D. Magical and Occult Resources: Minor Occult Library. 5
I. Special Budget: Large Loans. 20 POINTS POINTS
J. Alignment: Anarchist. 2 POINTS E. Vehicles: Limited Fleet Vehicles. 10 POINTS
K. Criminal Activity: Sex trade, gang of robbers, smugglers, and F. Communications: Basic Service. 2 Points
protection racket. 50 POINTS G. Offices, Hideouts and Distribution. None. 0 POINTS
L. Internal Security: Lax. 5 POINTS H. Sponsorship: Agent Sponsored. 0 POINTS
M. External Infiltration: None. 0 POINTS I. Special Budget: Nickels and Dimes. 5 POINTS
N. Reputation: Unknown. 10 POINTS J. General Alignment: Unprincipled and Scrupulous. 7 POINTS
The Yue Crime Syndicate is one of the leading organized K. Criminal Activity: Computer Hacker. 20 POINTS
crime organizations on the Eastern Seaboard. Founded by L. Internal Security: Lax. 5 POINTS
"Mama Yue" and her late husband, the Yue Crime Syndicate is M. External Infiltration: None. 0 POINTS
based out of New York City's Chinatown and focuses on N. Reputation: Unknown. 10 POINTS
non-violent (but often still deplorable) criminal operations. The
syndicate runs illegal gambling houses, prostitution rings, chop Zero Tolerance is a small group dedicated to the complete
shops and protection rackets, organizes the stealing and smug- destruction of Zero, the No-Cal Food Company. Zero is a com-
gling of fine arts and antiquities, and the smuggling of illegal pany backed by the Nightlords that is slowly poisoning millions
immigrants. The syndicate has avoided serious notice from law of people by preventing their bodies from absorbing nutrition
enforcement due to its lack of violence, and its insular nature. (see Nightbane® World Book Two: Nightlands™, page 24,
Almost all members of the syndicate are Chinese, and its activi- for more details). With no financing, little support from the ma-
ties are limited mostly to the Chinese community. jor factions, and no true grasp of what they are up against, Zero
Normally, such a mundane organization would have little Tolerance has made amazing strikes against this insidious com-
bearing on the supernatural Cold War raging across the Earth af- pany, destroying a number of shipments and even a distribution
ter Dark Day. However, the syndicate is becoming more and plant in the last year.
more tied to the Seekers organization due to the efforts of its Zero Tolerance was founded by Sean Coopersmith and Raul
founder, the so-called "Mama Yue." This old sorceress is both Martinez, who both stumbled upon the company's dark plans at
head of the syndicate and an Arbiter for the Seekers. After Dark roughly the same time. Coopersmith was a dabbler in the mystic
Day, she has begun to very discreetly use the Yue Syndicate as arts who made a living testifying as a forensics expert in civil
muscle for the Seekers. While this makes the syndicate more suits. He discovered the true nature of Zero after the deaths of a
vulnerable to attention from the Nightlords, it has strengthened couple of college students who, as a stunt, tried living off noth-
the Seekers, a group not known for its physical prowess. ing but Zero and dietary supplements for a year. His investiga-
There is another benefit for the syndicate as well. The tion led him to Martinez, an ex-DEA agent who had gone
Seekers are generally only interested in mystical knowledge, underground shortly after the company was founded. Martinez
items and artifacts, but Mama Yue quickly realized that people had wild conspiracy theories about monsters from other worlds
who held such artifacts often also possessed non-magical arti- that had him labeled as a quack and marginalized before he dis-
facts of great value. There's a much higher chance that someone appeared from the public entirely.
possessing a few actual pages from the original Wanderer's Di- Martinez knew there was something wrong both within the
aries might also have a Monet or Van Gogh in storage. She in- government and at Zero, and fled the agency in fear of his life.
sures that such treasures, unwanted by the Seekers, fall into the The annoying part was that he could never prove anything. That
hands of her syndicate agents. changed when he met Coopersmith. For the first time, someone
It should be noted that the Yue Syndicate is not aligned with listened to his wild theories and explained what it all could
the Mystic Tongs run by the Geo-Immortals. Quite the opposite, mean. After the pair were attacked by two Namtar NSB agents,
in fact. The Tongs and the syndicate have run afoul of each they realized how deep the plot ran and disappeared from public
other on several occasions, sometimes forcing Mama Yue to get life. That was two years ago. While on the lam they put together
personally involved (though this happens less and less as she a team of people who have the knowledge and abilities to fight
gets older). The Immortals have great respect for the woman, Zero. Their hope is to expose the company's plans and its con-
127
nection to the dark elements of the U.S. government. While both tigating. After meeting him, she spied on his dreams to see what
have heard of the Nightlords, neither realizes yet how big the he really knew. For a long time she would only appear in his
Dark Day invasion was. At most, they currently assume that dreams, offering advice and counsel, but eventually she joined
some elements of their government have been usurped by magic the group on a permanent basis. She has been able to get into the
and evil men. But they do not suspect that most of the world has dreams of some of the human employees of Zero and steal valu-
fallen under the sway of the Nightlords, nor how powerful they able information.
truly are. They still hope to reveal their findings to someone Richard Voskowski, 4th level ex-government agent. Rick
high up enough in the government that action can be taken. Un- was unfortunate enough to inherit Raul's old desk at the office.
fortunately, their good intentions may doom them if they do not Told that Raul went inexplicably insane, he investigated on his
discover the true nature of their enemies soon. private time to find out what had happened to the agent to make
The one advantage they have is that their activities have been him snap. Using his impressive computer hacking skills, he
noticed by the Lightbringers. The Lightbringers appreciate the came to suspect foul play, and in the process of trying to find
courage and conviction of this small group of heroes and are Raul's murderers, he found Zero Tolerance. Once the gravity of
slowly tutoring them along as well as protecting them from afar. the situation was explained to him, he quickly joined up. He and
One day, Zero Tolerance is likely to wake up and find it has Raul are close, and his efforts to avenge an agent he had never
been incorporated into the Lightbringer faction without realizing met have convinced Raul that there are others still inside the
it. NSB who do not know what's happened around them and who
Currently, Zero Tolerance consists of six members, all based are in terrible danger.
out of the New York and Washington D.C. area (they do not Lastly, there is Phaige, a living 8th level Spoil Food/Water
have a specific headquarters). They are: spell. Phaige was "born" only about six months ago. She ap-
Sean Coopersmith, a 7th level Arcane Detective. pears, physically, to have the likeness of Paige Daniels, a Mystic
Coopersmith is one of the founders of the group and has the who Coopersmith had connections with and began dating. Paige
most mystical knowledge. He also has a good grasp of the law, had uncovered much of what Zero was doing on her own while
forensics and investigative techniques. He is a very competent working in a production plant. She had covertly been using her
leader, but it is a position he is not yet comfortable with, and the magic to ruin large batches of the food product, until the
loss of Paige (see below), has nearly undermined his belief in Nightlords' minions tracked down the source of the problem to
himself. Still, the things that make him a good leader will not al- her department. She ran for it and found Zero Tolerance. She
low him to collapse under stress or step aside. and Coopersmith had a short, but passionate, love affair before
Raul Martinez, 6th level ex-government agent. Martinez is she was killed while casting a spoil spell during a botched raid
one of the few humans who were incorporated into the NSB af- on a Zero Pizza processing plant. To everyone's surprise, a
ter Dark Day. This was due, in part, to his field office position month later Phaige showed up, looking exactly like her, but with
in Boston, away from the D.C. scene, and partly due to his rela- no memory of her past. Many in the group believe Paige some-
tively mundane job of investigating the use of controlled sub- how survived and lost her memories, as they had left her body
stances in food products. Additionally, there was another Raul behind. Coopersmith suspects Phaige is not human (her aura
Martinez stationed at the same office where he worked, only he tells him as much) but is not sure why this being would think it
died mysteriously after Dark Day. It is possible the Nightlords was Paige. He has kept this information to himself for the time
missed Raul due to a clerical error. Raul almost snapped the being, and Phaige has become a key, trustworthy part of the
first time he discovered that something inhuman was working at team.
a Zero distribution center, and was almost killed when he
brought his "crazy" theories to his superiors. A smart man, Raul
saw that he was in over his head and went underground.
Coopersmith found him just days before Spook Squad, other-
Nightbane Arbitration
wise he would be a member of that organization. Sometimes, the factions seem to be fighting among them-
selves as much as they are fighting the Nightlords. Between
Ivy Taylor, 8th level Nightbane. Ivy Taylor was, as far as
some particular factions, such as the Nocturnes and the
Coopersmith knew, a chemist that he went to from time to time
Lightbringers, conflicts can quickly spiral out of control and
to help him identify unusual substances, and do advanced toxi-
tum deadly. Nowhere is this more likely to happen than when it
cology work. When he took a sample of Zero to her and tried to
comes to aggressive recruiting, or what's known as "headhunt-
explain how he could detect there was something "other-
ing" among the factions.
worldly" about it, he was shocked when he accidentally looked
at her using a See Aura spell. Ivy revealed her Nightbane ori- When two or more members of different factions have a dis-
gins, but she had never had contact with the factions, so she agreement that has the potential to explode into a wider conflict
could tell him very little about what she was. Not only has she that could threaten the factions and/or do collateral damage to
turned out to be valuable in the lab, but in her Morphus she ap- smaller groups or the war effort, the Arbiters call for the Rites of
pears to be a humanoid brick wall covered with ivy growth and Arbitration to be performed.
a skeleton made of rebar. She is tough, a physical powerhouse, During the Rites of Arbitration, all the local Arbiters are
and has several special abilities (her Talents) that have gotten called together to hear the circumstances of the case. Quite of-
the group out of many a tight spot. ten, their spies and contacts have already gleaned much of the
Lillian Tsu, 5th level Dream Dancer. Lillian contacted Sean information for them (some of which is never revealed openly
because her brother was one of the college victims he was inves- during the Rites of Arbitration). The Arbiters then confer and at-
128
tempt to decide a reasonable, peaceful means of settling the con- through three rigorous, sometimes dangerous, tests. The candi-
flict. It should be noted that it is NOT required that the Arbiters date must pass the tests to be accepted.
even tell the people involved that they are meeting! More than The first test is known as being put to "The Question." The
once, conflicting parties have just been approached by their fac- candidate is grilled by the Arbiters regarding beliefs, previous
tion's local Arbiter and told to stop whatever they are doing im- actions that have come to their attention, and sometimes even
mediately. very personal information. There is often a psychic or mage in-
There is no set system for deciding means of Arbitration in volved to ensure the subject is being honest at all times. If the
conflicts. It can be anything the Arbiters agree on, as long as a Arbiters are satisfied with the results, the candidate moves on to
simple majority of the local Arbiters agree to the solution. In the second test.
cases of recruiting, for example, the desired person may be The second test is "The Finding." A friend, ally or even a
brought before Arbiters and simply asked to make a decision on loved one of the candidate is kidnaped and secreted away. A
which faction he would like to join, right then and there. That very few people in the local supernatural community are made
decision (even if it is not to join any faction) must be respected aware of the person's location, and they know why the person
by all. In other matters of recruitment, if the Nightbane can't was kidnaped. No harm comes to the victim, however, the can-
make a choice, the Arbiters decide which faction they think best didate has 24 hours to use either his own abilities, or his influ-
fits the new recruit. ence among others, to find the victim or he is disqualified. No
Arbiters wield a lot of power. But they are also saddled with one must be killed or seriously injured during The Finding.
a massive amount of responsibility and pressure to be fair, and The third test is the "Last Ordeal," in which the candidate
just do what is best for the community at large. Thus, Arbiters must fight one-on-one with one of the local Arbiters. This is
only get involved in conflicts that truly threaten to erupt into a NOT a fight to the death, but it can be brutal and debilitating.
war between the factions. The fight usually ends when one of the combatants loses all
Born out of the 1973 Paris Conference, the Rites of Arbitra- S.D.C. points, but the candidate has the option of fighting as
tion required that each participating faction keep an Arbiter on long as he can stand on his own two feet. The other Arbiters are
hand in every major city or region of factional influence. In on hand to make sure things do not get out of control. The can-
sparsely populated areas, one Arbiter could cover a region of didate being able to beat or incapacitate the existing Arbiter
several hundred miles, but in heavily populated metropolitan ar- guarantees acceptance by the other Arbiters, but even a candi-
eas, an Arbiter's influence generally ends at the city border. In date who loses but puts up a phenomenal fight may be accepted
New York City, for example, most factions have an Arbiter just by vote.
for Manhattan Island and one or two for the surrounding Bur- The decision of the other Arbiters is final. There is no appeal
roughs. Note: Currently, only the Spook Squad and the War- and no second attempt, and the candidate must pass all three
lords refuse to accept or acknowledge the Rites of Arbitration. tests. Once accepted, Arbiters are trained in the basics by the
The Arbiters' position also makes them prominent targets of other local Arbiters. Oftentimes, strong bonds of friendship
the Nightlords' minions. If the minions can topple all or most of form between the Arbiters and, when united, they are a force to
a city's Arbiters, it is then a simple matter to foment chaos and be reckoned with.
conflict between rival factions without a way to find peaceful The power that comes with the position of Arbiter is impres-
resolve. sive and some would say even dangerous.
First Arbiter Level: Upon being accepted, an Arbiter gains
Faction Arbiters the local leaders of every faction active in the area as contacts
Arbiters are not the leaders of the local factions, but an ad- (with the exception of the Warlords and the Spook Squad). The
vanced rank among select members of the various factions. leaders also gain every Arbiter as a contact and are able to par-
(Note: Non-Player Characters only!) There are several require- ticipate in the Rites of Arbitration.
ments for someone being named an Arbiter. First, they must Second Arbiter Level: The Arbiter's eyes have begun to
have the power to enforce their decisions. That power can be open as to how much is going on around him; +2 to Perception
physical, political, or both, but as a result, no one under 6th Rolls and either gains the Streetwise skill with a +10% skill bo-
level can be named an Arbiter; most are level eight and higher. nus, or gets a +20% bonus if he already has the Streetwise skill.
Even then, they often have skills, abilities or a reputation that Third Arbiter Level: The Arbiter has begun to learn darker
sets them above their peers. An Arbiter must also be considered secrets kept quiet by the upper echelons of the various factions,
fair-minded by members of his own faction and, ideally, by gaining a + 10% bonus to all Lore skills known to the character.
members of other factions as well. In general, alignments are He is also tapped into the rumor mill and information grapevine
Principled, Scrupulous or Aberrant. They must be known to on the street, and is usually allowed to make use of the available
keep their word and be able to see the big picture beyond the resources of his faction without restriction.
goals of their own faction. After Dark Day, almost all Arbiters Fourth Arbiter Level: The new knowledge is paying off for
are dedicated foes of the Nightlords, but even if they are not, the Arbiter on a personal level. Somehow, a powerful artifact,
they must be sworn to keep the secrets of the factions from fall- item of power or spell has fallen into his possession, sometimes
ing into the hands of the Nightlords, even the secrets of factions as a gift from someone seeking his favor or from his local fac-
they don't like. tion leader. Often, the item belonged to the last Arbiter and was
A candidate to become an Arbiter is chosen by the local fac- held back until the new Arbiter could be trusted by whoever
tion leader, but the other, existing Arbiters put the candidate held it. This is likely a lesser or greater artifact (if lesser, it has
129
two special abilities), a permanently enchanted weapon, or if the
Arbiter is a spell caster it could be a powerful spell (any spell
from level eight through ten, as the G.M. deems appropriate).
A Dangerous Life
Very often this becomes a trademark item or spell that others as- First Encounters of
sociate with that particular Arbiter; a sort of badge of office.
Fifth Arbiter Level: The Arbiter who has reached this level the Supernatural Kind
has gained two devoted Adherents. These are both proteges who Excerpts from the Nightbane Survival Guide
may one day take over if the Arbiter is killed or retires. Until By now, you've at least seen the special brand of weird that
then they serve as loyal assistants and bodyguards. They, of looks back at you from the mirror. However, there's a lot scarier
course, are of the same faction and are fairly competent in their things running around out there than you. I couldn't tell you
job. While these two may still do their own thing and have their how many of us there are, us Nightbane, nor how many other
own goals, they see attending to the Arbiter's needs as their pri- supernatural beings are roaming the streets and alleys of our
mary job. These are independent NPCs who won't take well to wolrd. It's not like there is a "paranormal freak" check box in
abuse or petty commands. If the Arbiter is foolish in his use of the census survey. But between us Nightbane, vampires, their
them, they could become his worst enemies. inbred cousins, the Wampyrs, the minions of the Nightlords, de-
Sixth Arbiter Level: The Arbiter is so well known at this mons, and a whole buffet of other nasties, there's a lot of bad
point that he has quite the reputation. If someone knows who things in the world you cannot imagine. This is especially the
they are dealing with, treat the Arbiter as having a Horror Factor case after Dark Day. Everybody seems to like to lurk in the
or Awe Factor of 14. If the Arbiter already has a Horror Factor same shadows we hide in, and they don't typically take too
(as all Nightbane will), add +2 to his current Horror Factor, with kindly to new neighbors.
a minimum Horror Factor of 12 and a maximum of 18. You're going to need to know about what goes bump in the
Seventh Arbiter Level: This Arbiter has been around the night out there, if you want to survive, because half of those su-
block more than a few times. He is used to dealing with all sorts pernatural creepy crawlers are out to kill you. Who better toed-
of personalities and little surprises him. It's best just to be hon- ucate you than someone who's seen most of it first-hand? So, sit
est with him and straightforward; unless you're a genius or back and strap in, because there ain't no red pill/blue pill crap
lucky, he's already got your number. The Arbiter gains another on this adventure. You are already down the rabbit-hole, kid,
+2 to all Perception Rolls, +2 to initiative and an additional at- and Kansas got nuked when you weren't looking.
tack per melee. The Nightlords are big baddy, numero uno. Don't ever take
Eighth Arbiter Level: Few Arbiters are this experienced, them lightly, never underestimate them and be advised, their un-
just a handful in the world per faction. The Arbiter who makes it holy minions are the first paranormal forces a new Nightbane
this far may be asked to get involved with arbitration on a like you is likely to encounter. Sometimes even before your first
worldwide scale, though his jurisdiction is still his primary con- Becoming. That's because the Nightlords want you dead. All of
cern. The scope of influence is so widespread that there are few you. All of us, 'Bane of the Night. Rumor has it, we have the
who will not defer to his wisdom; + 1D4 to M.A. and +2 to Hor- power to destroy the Nightlords. Even our name, the Nightbane,
ror Factor/Awe Factor. The Arbiter is also likely to have made tells us we are the enemies - the destroyers - of the night and
the NSB's Most Wanted list. the demons who rule the night. That's the Nightlords.
Ninth Arbiter Level: High Arbiter who speaks for the entire So here's the Cliff's note explanation: The Nightlords are
faction and settles disputes on a worldwide level. His word is al- powerful demons from a hellish dimension known as the
most law within his own faction and highly regarded among all Nightlands. They and their millions of lackeys, henchmen and
others. Several Arbiters can fill this slot for each faction, though minions secretly invaded the Earth during Dark Day. And no-
it is rare to have more than one or two. Horror Factor is 18, re- body knows it, that's how insidious and cunning these demonic
gardless of what it was previously, the Arbiter has full access to bastards are. Nightlord minions are all kinds of bad, including
the faction's resources, has a cadre of staff and bodyguards, and Dopplegangers who can take the place of your sweet haired
is the primary adjudicator in internal faction disputes. mommy, Hounds who can sniff you out when you are in
Game Master Note: Roll 2D4+1 to determine the Arbiter Morphus, Hunters to prowl the rooftops and take wing at night
Level for NPCs, or the G.M. may decide the appropriate level like demonic gargoyles, and a whole lot worse. The NSB (Na-
for an NPC Arbiter. Note that the Arbiter Level is not the same tional Security Bureau) is half Dopplegangers and other shape
as the Arbiter's experience level, most in this position are 4th to shifting monsters, and half humans who have thrown in with the
7th level Arbiters, but 9th to 12th level Nightbane. It is not rec- Nightlords. Be warned, you'll find plenty of human scum bags
ommended that a player character be allowed to become an Ar- who serve the Nightlords. It's one of those, 'better to rule in
biter, but if one should, the character reaches a new Arbiter Hell than serve in Heaven,' things. Starting to get the picture?
Level of power and respect for every 30,000 experience points Good, because all of these forces are out to kill you.
acquired after the appointment. Why? Pay attention, you are the Nightbane - the destroyer of
the night. We possess the courage and abilities to destroy these
demons, too bad we don't know exactly how to do that. Point is,
the Nightlords don't want nobody figuring out the how, so they
kill us all. Welcome to genocide, my friends, now try to stay
alive.

130
Nightbane don't necessarily have a supernatural sense that you'd be surprised at how many people fall for that line of
detects and identifies the Nightlords or their minions as foes, hooey. It ain't all their fault. Did I mention the Nightlords are
though many of us report a general sense of danger when we en- masters of deception and lies. No? Then I'm telling you now,
counter them for the first time. Many have equated it to the in- they can convince a blind man he can see. So their crap may
stinctual combat knowledge that every Nightbane possesses, sound like a bold-faced lie to anyone with the slightest knowl-
with some going so far as to label the effect as a kind of "racial edge about the Ba'al and their invasion of Earth, but to a sixteen
memory." Such theorists compare our ability to sense evil to year old who has just become an honest to darkness monster, it
many animals' ability to recognize predatory animals even sounds convincing enough. And if the kid doesn't buy their line
though they have never seen one before. That said, many and declines their invitation to join the Nightlords, he is attacked
Nightbane detest the idea that we are the Nightlords' natural en- and slaughtered.
emy, like we don't got no choice in the matter. Thing is, they Nightbane who serve as pawns of the Nightlords are sent out
want us dead, so it is kill or be killed, hide or die on the streets to either sense fellow Nightbane and kill us one at a time, or to
as long as the Nightlords mle. infiltrate local factions to spy on fellow Nightbane and do what
Sometimes, this feeling of apprehension either ceases to they can to dismpt our efforts against their evil masters.
function or is ignored by a new Nightbane. If the minions are in- The Factions. Luckily for most new Nightbane, the factions
telligent and perceptive enough to realize this fact, it can be do a pretty decent job getting to newbies before the Ba'al, or be-
turned into an opportunity to try and recmit you to their side. fore they hurt themselves or anyone else.
Yeah, that's right, the Nightlords and their lackeys love turning
The frontmnner in this daily race is the Underground Rail-
us against each other, so wise up right now and don't become a
road. They have the most well-established and entrenched sys-
pawn of the Ba'al. The Ba'al, that's their other name - some
tem in terms of identifying and contacting new Nightbane
type of night demon.
shortly after, and sometimes right before, their Becoming. When
Nightbane who side with the Ba'al are almost always dumb a potential 'Bane is encountered that is of age for the Becoming,
kids who don't know no better, or disillusioned jerks who have a Railroad member is assigned to keep an eye on the person.
given up on humanity and their own kind. Nightbane recmited These 'Guardian Angels' are rotated out on a regular basis to
by the Nightlords are indoctrinated and brainwashed to believe keep the target from getting suspicious, unless of course the an-
others of their kind are the evil masterminds of Dark Day and gel can get close to the potential Nightbane, in which case they
that the Nightlords have come to liberate the Earth from us. If may be assigned to them on a permanent or semi-permanent ba-
you have any sense or been a Nightbane for more than 5 min- sis. The Underground Railroad can afford to do this because
utes, you know exactly what a load of horse manure that is, but their primary goal is the rescuing, newly turned Nightbane.

131
Other factions also recruit new 'Bane, each targeting those While this can be as simple as a debt of loyalty, the price can be
they think can help them best in the Hidden War against the as high as a period of servitude, or a life and death challenge.
Nightlords. The Seekers and Nocturnes tend to compete for the Likewise, you will be influenced by the guidance of your mas-
Nightbane with magic or psychic abilities, whereas the Resis- ter, be it a mentor or a faction, and their goals and interests usu-
tance and Warlords typically go after the strongest, most impos- ally become the goals and interests of their pupil or new recruit.
ing, and most skilled in the area of combat and strategy That also means you inherit the allies, enemies, rivals, and
(especially those with military and paramilitary backgrounds). agenda of your benefactor along with everything else they sup-
Mentors and Nightbane. In the millennia before Dark Day, ply.
independent Nightbane would seek out those who had just un- The Shadowleague and the Shadowboard. While the infa-
dergone the Becoming, befriend them, mentor them, and teach mous Shadowboards are typically reserved for the discussion of
them what they were, how to use their abilities, and most impor- the occult, they are used by some individuals to discuss related
tantly, how to avoid detection by humans. These rescued matters dealing with the paranormal. One such topic is the exis-
Nightbane would return the favor by becoming mentors to oth- tence of supernatural creatures, among which the mysterious
ers, themselves. Such mentors could be ancient or relatively new Nightbane are included. Indeed, a handful of Nightbane Mystics
to the world, be rich or poor. What was important was that the and Sorcerers can be counted amongst the registered board
newborn Nightbane could count on the tutelage of an older and members. Such individuals tend to discuss arcane matters with
more experienced member of our race, giving him much greater other practitioners as well as speculate and weigh in on matters
odds of survival. that involve their kind.
Since Dark Day and the Nightbane population explosion, that One topic that is NOT discussed on the Shadowboards is the
ain't possible. There are way too many new 'Bane for us 'Old Nightlords or their connection to the Preserver Party. At the
Bloods' to handle. That's one reason I created this Survival request of Samuel Steward, all such information is redirected to
Guide you're reading right now. However, that doesn't mean him rather than being posted on the boards. At this point in time,
that they have just given up. Many ancients and Old Bloods still Steward suspects that these Nightlords are some 'kind of cabal
keep an eye out for new 'Bane, taking them under our wing and style group and the real power behind the Preserver Party. He
showing them what it means to be a Nightbane, at least from our does not, however, realize that they are actually supernatural in-
perspective. vaders from another dimension. That the Preserver Party is the
Becoming the ward of an independent Nightbane, especially puppet of the Nightlords.
an ancient, has several advantages. First of all, the ancient Despite this censorship, the Shadowboards can still be a
serves as a sort of protector. Most mentors come to feel a certain valuable communication tool due to its relative security and the,
responsibility for the 'Bane under their charge. Independent and as of yet, untraceable nature of its communication system. Al-
ancient Nightbane tend to possess considerable knowledge, ex- most anyone can get their hands on the access software for the
perience and power, if not outright wisdom and intelligence. Shadowboards, so it stands to reason that sooner or later you'll
Hate to say, but I ain't met too many wise people, human, 'Bane find your way to it. Nightbane can access these boards to debate
or otherwise, and I ain't no spring chicken. their origins and share their experiences with others of their
Point is, it takes more than brawn, power and guts to survive kind. This means new 'Bane can gather basic information and
in this world, especially since Dark Day. On your own, without get a better picture of the true state of the world. Unfortunately,
a mentor or dedicated organization watching your back, you're many Nightbane do not utilize this valuable tool due to the fact
just meat waiting to get dropped into the frying pan. With one that they don't trust its security. As good as the Shadowboards
you have the benefit of their knowledge, experience, strength are, remember that for every valid piece of information or ad-
and cunning, to help you learn to survive in a world that wants vice, there are at least five pieces of misinformation or stupid
you dead. A faction gives you information and resources like a opinion, making it difficult to tell fact from fiction, good advice
family environment, a place to lay low, and maybe even finan- from bad. Discussion about the Nightbane also has to relate di-
cial assistance, but you won't get all the benefits they have to rectly to occult matters or it is not considered relevant posts and
offer until you join up as a full-fledged member. That's got its will be shut down and/or deleted.
good points and bad, though 9 out of 10 times the good out- Practitioners of Magic. On rare occasions, a mortal mage is
weighs the bad, so join up, especially if it feels right. A mentor, the first member of the supernatural community a new
if you are lucky enough to have one, gives you all of that, plus Nightbane encounters. For the practitioner of magic, the
one on one attention and centuries of personal insight, but his Nightbane may be a curiosity, especially if he has not encoun-
resources will be limited unless he's part of a faction himself. tered such beings before. Any true student of the paranormal
Most of us are. A mentor versed in the mystic arts might also be would be remiss to pass up such an opportunity to chat-up a
willing to teach them to you. That having been said, such mages "real live monster" and learn as much as he can about him.
almost never pass down all of what they know, keeping their Whether the mage is part of a society, brotherhood, faction,
most powerful or personal spells to themselves. or independent, he may be useful in helping you find some of
Faction or independent mentor, Nightbane or other race, you the answers you are looking for, or point you toward a
need to know that EVERYONE has an agenda, and you are Nightbane faction. However, like any encounter, the situation
likely to be a means to an end, or worse, a pawn in their much and the parties involved will determine if you become friends,
larger games. Independent mentors and factions are rarely altru- allies, rivals or mortal enemies. Dealing with mages can be dan-
istic in their intentions. When they take a new Nightbane under gerous as they wield magic that can manipulate, control, help,
their wing, they almost always expect something back in return. hurt or kill you. Like everybody else, they have their view of the
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world, your and their place in it, and their own agenda. Also do
not assume a mage fights on the side of the angels the
Nightlords employ their share of sorcerers.
Other Supernatural Beings. Becoming a Nightbane will
open your eyes to a world you never knew existed. You are a
supernatural being, but you are not alone. There are vampires,
Wampyrs, demons, ghosts, were-beasts, Geo-Immortals, mon-
sters from the Dreamstream, monsters from the Astral Plane,
and that's in addition to the Nightlords and their evil minions.
There are hundreds of supernatural creatures that aren't neces-
sarily on any particular "side" in the conflict between us
Nightbane and the Ba'al. Many of these creatures were on Earth
long before Dark Day, and don't like the idea of the Nightlords
muscling in on "their" territory, but this does not automatically
make them your ally. There are many who, for now, function as
de-facto resistance fighters who pit themselves against the Ba'al
and their minions, but there remain plenty of others who want
no part of the Hidden War and do as they please. That means
they prey upon whoever they please, from humans and minions
of the Nightlords to Nightbane. So watch your back.
Remember, many supernatural beings have been around a lot
longer than you. Hell, some have walked the Earth for hundreds,
even thousands of years. They have much more experience than
you, and have probably fought Nightbane before. Additionally,
you probably have little to no clue what abilities they have and
no inkling of how to fight them. And don't forget, most of these
supernatural creatures are at the very least mischievous and
spiteful, and many are treacherous, deceitful, and masters of
temptation and manipulation. Such cunning adversaries may
trick you, use you as a pawn or diversion in their own schemes, Official government agencies from the NSB to your local
and dupe you in any number of ways you'll regret later. police force are heavily infiltrated with Dopplegangers, minions
It ain't like these other beings are fighting to liberate the and sympathizers of the Nightlords who control those agencies.
Earth from the clutches of the Nightlords because they love hu- That means they ain't on your side and ain't going to help you.
mankind. Quite the opposite, humans, and Nightbane, are their These agencies tell the public that monsters aren't real and con-
prey and playthings. They are not nice people! They just don't coct all kinds of crazy stories to explain supernatural events, but
want to see their home and hunting grounds (yes, they consider their primary mission is to find YOU and destroy you, before
Earth their home too), conquered, dominated or destroyed by you cause them more trouble. And remember, as the Bane of
demon lords and upstart wizards from another dimension. In- Night, we are Enemy Number One. Have no doubt about it.
deed, many of them had a good thing going before Dark Day. That means, not only do the Nightlords and there minions want
Sure, they had to hide from human society, but people had you dead, but so does the NSB, FBI, CIA, MI-5, Interpol, and
stopped believing that they existed. That meant they could go law enforcement everywhere. Just about every one of them gov-
about their business with relative impunity, safe from the fear ernmental agencies is infested with minions, human and inhu-
that villagers might hunt them down with pitchforks, wooden man, who answer to the Nightlords and control that agency now.
stakes and fiery torches. I bet belonging to a faction that can help hide, train and protect
Monster hunters. Since Dark Day, the study of magic and you is sounding a whole lot more interesting now, ain't it?
the occult is on the rise. More and more people find themselves When you inexperienced Nightbane encounter even one of
open to the idea that the paranormal and the supernatural exist. the more powerful or cunning supernatural creatures, you may
Makes sense if you think about it, because there is event after quickly find yourselves in hot water that just keeps rising. As
event that can't seem to be rightfully explained by the rigid facts strong and capable as any individual or even group ofNightbane
of science. This is not to say there is a psychic on every block can be, you are up against more than random monster encoun-
and neighborhood vampire hunters, but the numbers of those ters. You face a campaign of genocide. Get entangled in a brawl
who believe the supernatural and monsters are real since Dark with a vampire or other supernatural being, you might be okay,
Day is at an all-time high. Humans with the knowledge and in- and can handle one or two with no problem. But how much of a
tent to seek out, reveal, and otherwise harm supernatural beings commotion did your little scuffle make? Did someone call the
are on the rise. That is causing people to question their leaders police? Are they on the way? Did they contact the NSB? If so,
and demand the government to investigate. That, in turn, causes you and your 'Bane buddies may soon find yourselves jumping
the Nightlords to step up their campaigns to exterminate us from a scuffle to a shootout with the police, the NSB, minions
Nightbane in particular, and other supernatural beings and ofthe Nightlords, or all of the above. And that ain't going to be
mages, in general. And the news gets worse. pretty or easy to survive.
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Here are some ground rules I suggest you follow. they could get their greedy little hands on during Dark Day, and
One, keep your mouth shut. Don't talk about yourself, your have held on tight ever since and continue to gobble up more.
powers, the Nightbane, the Nightlords, conspiracy theories, or Why should you care?
about what you know. Especially don't tell your family or any- Because they want you dead, remember? Besides, it's a good
body you care about, because if you do, you make them a target idea to kick any monstrous invaders back to the Hell they came
for interrogation or worse. from.
Two, don't blab on the Internet either. a) You don't know Conspiracy or no conspiracy, us Earthlings - humans and
who you're talking to, b) you are not as anonymous or safe as Nightbane - ain't going to take being invaded without fighting
you might think, c) the Nightlords are watching, so don't use back. Right?
some retarded name like Nightbanerawks69 for your Instant
Messenger. In fact, the Nightlords are always watching. And What we know about the Nightlords
they know what to look for. d) You don't know who else is Since the history of us Nightbane is lost, we don't know why
watching ... trying to track you down. the Ba'al fear us so much, but they do. Just accept that. For
Three, don't be seen in your Morphus. You don't want to some reason the Nightlords think we can destroy them, so
go into the Quickie-Mart for a pack of smokes looking like a they're out to kill every last one of us first. Now, I know what
Twilight Zone reject. It scares people, they talk, and talk leads you're thinking, you can bend bars of steel with your butt
to trouble you don't want. cheeks so you ain't afraid of anybody. You should be.
Four, always try to be discreet, and that means avoid using The Nightlords commit a large amount of resources toward
those nifty new abilities in full sight of people. The locals tend the hunting down and destruction ofNightbane. It is clear that,
to freak out when you shoot a beam of black energy from your whatever their plans for Earth, one of the key aspects of those
hands, or you tum into flock of ravens. Hell, it freaks me out plans involves our annihilation. No Nightlord is more devoted to
sometimes and I've been doing this a long time. this than King Moloch and he runs the whole shooting gallery.
The most important thing is to remember that a slip-up can At any given time, the Nightlords have numerous Anti-
get you killed, and more importantly, get the people you love Nightbane Operations running, from simple Internet baiting
killed. Yeah, that's a lot of responsibility. Learn to live with it or schemes to complex undercover ops aimed at ferreting us out,
you'll suffer consequences you may not be able to live with. capturing and killing us, finding the headquarters and safe
Now, let's be clear. If there's a Hollow Man with a gun to houses of the factions, destroying the leadership of entire fac-
your dome, I expect you to morph out, rip his head off and feed tions, and total genocide of our species.
it to him. I don't care if it's in a back alley or Times Square. I If anyone knows what drives the effort to exterminate the
don't expect you to die to preserve your secret life as a Nightbane, it's King Moloch. The other Nightlords assume King
Nightbane. Just remember that for every action there is an equal Moloch has been given some vital bit of insight from The Dark,
and more screwed up reaction. So, yeah, you escaped that but nobody can say for sure. King Moloch allows the Nightlords
Ashmedai by sprouting wings and flying, but you may be in and Princes under his thumb a lot of leeway, but he will not
more trouble now than you thought. On the other hand, maybe stand for any of them allowing Nightbane to flourish. As a re-
you caught the attention of a faction that can help you, or you sult, all Nightlords and Princes must actively seek out and de-
made some new friends who appreciated seeing a Hollow Man stroy the Nightbane. Thankfully, King Moloch is too busy to
die. It's all a matter ofluck, timing and karma. micro-manage his subordinates, so the effectiveness of the cam-
Just remember, the lower you keep your head, the more paign of genocide varies greatly from city to city. To keep their
likely it is to stay attached to your shoulders. King happy, they target 'Bane who fall into their laps- so don't
be stupid or careless - the most visible, and those of us who
Nightlord Anti-Nightbane Operations make the most noise, grab their attention. That means of all the
factions, the Resistance and the Warlords tend to catch the most
The biggest drawback to being a Nightbane, besides being a
heat and bear the brunt of the Nightlords' efforts. But you cause
walking freak show, is that the world is currently controlled by them too much grief or start to get a strong reputation, you'll
demons from another dimension. Yep, the Nightlords, and they
find yourself at the top of the list, somewhere close behind
control everything these days. Everything. The police, the press, them. I ain't saying not to oppose the Nightlords, we all need to
the government, the military, portions of big business, portions take them down, I'm just saying it will bring minions on you
of the criminal underworld, just about everything. And these are
like a ton of bricks, and you need to be prepared for that.
some seriously bad mama-jammas.
- The Nightbane Survival Guide
Near as we can tell, the Nightlords started out as Babylo-
nian-era jerks who wanted to rule the world. They lost, got sent
to a place called the Nightlands, and spent the next several thou- Sauce for the Goose
sand years learning how to be even bigger jerks. They have be- In the Midwest, Lord Magog hopes to one day play the
come the equivalent of demons and demon lords, and they still Nightbane against his rival Nightlords. In particular, he is cur-
hunger to rule the world. Our world. And they are well on their rently having one of his avatars, Killroy Dietz, infiltrate the
way to succeeding. Nightbane Resistance and lead them to find evidence Lady
The Nightlords, also known as the Ba'al, took over most Lilith is consorting with demons. If successful, Lord Magog
governments and other positions of power, heck, everything hopes the Resistance overreacts and directly confronts Lady
Lilith and her demons in Los Angeles. The resulting blow up
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should be very hard for Lilith to cover up, and is likely to cause factions, he is primarily interested in infiltrating and dismantling
severe losses on both sides. The only barrier to Magog's plan is the Underground Railroad, and then using the faction to bait
that he actually doesn't have any evidence Lilith has cut a deal and trap as many new Nightbane as possible. Balashi believes if
with demons (it's true, he just doesn't have any proof). you dry up the source of new Nightbane entering the War be-
Lady Lilith, on the other hand, is intelligent enough to real- tween Light and Dark, the species will wither and die.
ize that if King Moloch is making such a big noise about the This strategy has only been in place for about a year and a
Nightbane being a threat, there's probably something to it. Still, half, but already Prince Balashi/Richard Gridley has helped de-
she does not want to waste her own resources hunting them stroy more than a dozen safe houses filled with young
down, so she's turned over responsibility to the Mystic Tongs Nightbane. What's more, he's got agents in two others, who are
who rule the West Coast underworld. These Asian sorcerers ea- allowing the safe houses to continue operating in order to gather
gerly do her dirty work. In return, they are left to do as they as much information about the Underground Railroad's intricate
please in the world of crime. The handful of personal agents network as possible.
Lilith does have investigating the Nightbane are focused on de- He has also placed a few agents in schools that he knows the
termining their origins and the nature of their threat. She also Underground Railroad is watching. The plan is to endanger the
has several spies in Moloch's organization whose job it is to de- young Nightbane being watched by agents of the Underground
termine exactly what the King knows about the Nightbane. Railroad and force the recruiters and mentors to expose them-
Only King Moloch expends a large amount of his personal selves. Once exposed, Balashi's minions can destroy the elder
time devoted to the destruction of the Nightbane. He has as- 'Bane along with the young ones.
signed a sort of task force who are specifically charged with Meanwhile, Prince Balashi hopes to crush the spirit of
their annihilation and the disruption of all Nightbane aligned Nightbane everywhere by eventually destroying, or at least dev-
factions. For the most part, operations against the Nightbane are astating, the Resistance faction with a show of sheer force. If
handled by his forces within the NSB. Night Prince Balashi, successful, Balashi hopes the decimation of the Resistance will
King Moloch's Grand Inquisitor, is head of anti-Nightbane op- generate a sense of hopelessness and terror among the
erations, going under the name Richard Gridley, Deputy Direc- Nightbane. It is, however, a plan that is much easier said than
tor of the NSB. done. Balashi is only beginning to discover just how massive
Prince Balashi believes that the key to destroying the and well organized the Resistance has become over the years. It
Nightbane is to take the long approach. While he often fields is very good at covering its agents' tracks, uncovering infiltra-
operations against Resistance cells and against groups of tors, and escaping attacks. The cell style of the organization
Nightbane working with the Resistance, Nocturnes and other goes a long way in isolating and containing Nightlord advances,
135
making it difficult to catch more than a handful of Resi tance mation to leak that the individual is going to be picked up or his
members at any one time. home or workplace raided, with the hope that one or more
The octumes are Bala hi ' s other big concern, as he has al - Nightbane will try to warn or rescue their associate. Other times,
ways hated vampires and Wampyrs. He justifies his efforts to innocent people are used to force heroic ightbane into action.
undermine the faction via their connection to the Underground In either case, the 'Bane are attacked as soon as they make an
Railroad. In fact, Balashi got lucky, and one of his spies was re- appearance. Such ambushes can be very effective.
cruited from the Underground Railroad into the octurnes on Blame Ga me: One of the more insidious tactics employed by
the West Coast. Balashi has left the agent in place and is feeding ightlord minions, this technique is specifically reserved for
the information he's gathering to the Lightbringers, hoping to times when two or more factions are working together. The
bring the two factions to blows; which should not be too diffi - ightlords, having learned of the joint operation through spies,
cult a task. turncoats, or sheer luck, will only focus their efforts on one of
In an interesting move, Prince Balashi has decided to leave the factions. Often, they will even see to it that the untouched
the Warlords alone. In fact, he hopes to leave the Warlords a faction benefits from all the carnage. So if they di cover the
the only " safe" alternative to the other factions. Once the other Seekers are working with the Re i tance, only the Resistance
factions have been crushed, and young ightbane have nowhere members involved would be targeted, and the Seekers would
else to turn, the Night Prince believe they will join the War- somehow luckily acquire a rare (but probably harmless to the
lords in droves. The Warlords are already easy to find and iden- ightlords) magic item from the deal. This fosters incredible
tify, and should allow the minions of the Nightlords to destroy mistrust and enmity between the factions, and keeps the Arbiters
them whenever they choose to do so. Bala hi's henchmen are hard at work to keep the peace.
al o trying to infiltrate the Club Freaks scattered across the Call the Cops (or th e NSB): The Nightlords are very big on
world, but so far his efforts have met with dismal failure. using human pawns, henchmen and real law enforcement to do
their dirty work for them. That means they are happy to let the
Common Nightlord Traps local police, FBI, or the SB ational Security Bureau) iden-
tify, track down, capture and kill ightbane and their human al -
There are several standard methods and plans used to target
lies. The authorities also enforce the Nightlords' wi ll on the
ightbane. Some are quite simple, other complex.
average citizen and cover up the truth about the ightlords' ex -
Bait and Smash: The tactic of using an innocent human, istence.
known associate or famil y member of a suspected ightbane or
Average Response Times for Non-Emergency Situations:
resi tance fighter as bait to lure the enemy into the open. Law
This includes reports of suspicious activity, domestic sq uabb les,
enforcement or other agent of the ightlords allow vital infor-

136
and other situations where people and property are not in imme- get a hit, the Hound Master disguises them as federal agents and
diate danger. they raid the house, capturing or (usually) killing all inside.
Fire & Rescue: Urban: 2D6+3 minutes, Suburban: 1D6+4 min- These operations are usually done at night, when few people are
utes, Rural: 3D6+10 minutes (if available). awake, and two airborne Hunters are likely to be held back for
Paramedics: Urban: 2D6+6 minutes, Suburban: 1D6+2 minutes, additional support and aerial reconnaissance. Also, in case
Rural: 3D6+ 10 minutes (if available). things go wrong (like the Hound Master being killed), NSB can
claim that sightings of armored monsters were just misidentifi-
Local Police: Urban: 6D6+16 minutes, Suburban: 2D4+1 min-
cations of human agents in black body armor late at night. The
utes, Rural: 3D6+8 minutes.
drawback to this, of course, is that it's a turkey shoot. There's
NSB: Urban: 5D6+ 12 minutes, Suburban: 3D6+4 minutes, Ru- little chance of random sweeps like this being successful for the
ral: 6D6+20 minutes (if available). minions. So, as a rule, these sweeps are only done in an area
Average Response Times for Emergency Situations: Shots where there is already evidence of supernatural activity or in re-
have been fired, officer down, armed assailant, crime in prog- sponse to Neighborhood Watch reports. Any group of heroes
ress, hostage situation, bomb threat, fire, people are injured, a who have been indiscreet with their abilities should watch for
monster has been sighted, and similar situations where people black vans at night or day.
and property are in immediate danger. Lure and Smash: This tactic involves leaking a target or an
Fire & Rescue: Urban: 2D4+2 minutes, Suburban: 1D4+1 min- opportunity that is too juicy to pass up in an attempt to lure
utes, Rural: 3D4+6 minutes (if available). Nightbane and other resistance fighters to their doom. The lure
Paramedics: Urban: 2D6+2 minutes, Suburban: 1D6 minutes, may have a financial incentive (e.g. steal a pile of cash from a
Rural: 2D6+6 minutes (if available). Nightlord stooge), a rescue mission (save a Nightbane, leader,
Local Police: Urban: 2D4+6 minutes, Suburban: 1D4+ 1 min- friend, etc. from the clutches of the Nightlords ), a chance to get
utes, Rural: 2D6+6 minutes. vital information, hit a major player in the Nightlords' opera-
NSB: Urban: 2D4+2 minutes, Suburban: 1D4+ 1 minutes, Rural: tions, and any number of other attractive targets. However, it is
2D6+12 minutes (if available). Note: The NSB only respond to all a trap or ambush to capture or kill any Nightbane who try to
incidents involving "monsters" (Nightbane, other supernatural exploit the lure.
menaces, or Nightlord minions), or when an NSB agent (or min- Neighborhood Watch: One of the simplest means of spot-
ions) is in danger or under attack, or they have been requested ting Nightbane and other supernatural beings is to use the
by local law enforcement or other agency (or a Nightlord). Un- Neighborhood Watch to report any suspicious activity, particu-
der these circumstances the NSB (and Nightlord minions) arrive larly alleged "monster sightings." The Watch is composed of
on the scene fast. concerned citizens who try to stay alert to crime and trouble
Other contributing factors in response time may involve traf- (Nightbane fall into the latter category) and call the police or
fic levels, an accident that blocks part or all of the road, distance NSB in the case of "monster sightings" to report the trouble.
of the closest unit or station from the call, the severity of the sit- Some Neighborhood Watches also have 1D4 individuals who
uation, and whether or not a unit is even available. It may take patrol their neighborhood in one or more cars, and all such
twice as long as listed to get to some rural areas. G.M. discre- neighborhoods have signs posted warning that a Neighborhood
tion. Watch protects the area. When a monster sighting comes in,
1D6+ 1 NSB agents, a Hound Patrol or Sky Watch responds.
Cybersnare: The Nightlords are well aware that the
Nightbane and other "dissidents" use the Internet to communi- Sky Watch: A patrol of 1D4+ 1 Hunters take wing at night to
cate. So far, they've been unable to shut them down and keep patrol a particular corner of the city, and there may be a dozen
them off-line, so instead, Nightlord henchmen have set up sev- to several dozen such Sky Watch Patrols. The emphasis is on lo-
eral fake websites, forums and bulletin boards aimed at snaring cations where Nightbane are likely to gather or meet. That in-
new, unsuspecting Nightbane who are looking to connect to the cludes downtown areas, the club district, the seamy side of
Shadowboards, other Nightbane, factions, and groups who work town, back alleys, abandoned buildings, warehouse districts, and
against the Ba' al. These fake forums and message boards are troubled neighborhoods, as well as the general area where
used to lure Nightbane and dissidents into revealing their true Nightbane activity has already been reported or monsters
identity, location, information, and locations of factions, or to sighted. They also respond to Neighborhood Watch sightings
arrange a meeting, feed the user false information, use them as a and NSB calls for assistance.
pawn or bait, lead them into traps, and all sorts of nefarious situ-
ations. Alternately, the NSB has extremely sophisticated com-
puter programs that allow them to easily pinpoint the user's
Balashi, Grand Inquisitor
computer. So if, after a while, the suspect does not come to Cold, patient, dedicated and inventive are all words that ac-
them, they trace his location and go after him directly. TheRe- curately describe Night Prince Balashi, hand-picked by King
sistance and Underground Railroad have been fighting back Moloch to oversee anti-Nightbane operations in the USA. Prince
against this trap, often flooding fake message boards with posts Balashi is old, dating back to ancient Mesopotamia, but appar-
in all caps and glaring red letters, declaring the forum as a fake ently did not master the powers of The Dark well enough to be
and a trap. elevated to Nightlord. Balashi seeks to become a full Nightlord
Hound Patrols: Quite simply, a Hound Master, three and unlock the vast powers at their command. After thousands
Hounds and two Hollow Men get into a black van and drive of years of never getting recognition, he believes this assign-
down streets, keeping senses attuned for the supernatural. If they ment may be his last hope. Thus, he intends to prove himself,
137
once and for all, and has sworn to eradicate the Nightbane or die Balashi personally oversees all operations and is confident his
trying. plans will work out one way or the other. Meanwhile, he and his
Prince Balashi has long been one of King Moloch's most forces (NSB and minions) deal with immediate threats and an-
trusted servants and is often referred to as Moloch's Huntsman. noyances (the player characters?) as they come to his atttention.
In the past, Balashi's job was to root out sedition, treason and Successful in eradicating most of the Nightbane or not, he's
plots involving other Nightlords working against King Moloch likely to stay a Night Prince forever. King Moloch is very fond
in any way. This has earned him the enmity of most current day of his lapdog and likes having Balashi on a short leash. Thus, he
Nightlords, who have seen this lapdog of the King disembowel has no plans of promoting and potentially losing his best advo-
plans that may have been decades in development. Many are re- cate. What's more, Moloch believes Balashi would make a cun-
lieved this bloodhound has been set on the trail of the ning and dangerous adversary as a Nightlord and could develop
Nightbane, because it gives them more latitude with their own into a rival for power. If Balashi ever discovers this (unlikely,
schemes and dirty deals. King Moloch keeps his own counsel), it could drive him to be-
Prince Balashi is very good at what he does, and has become tray King Moloch. Given all the dirt Balashi's collected over the
the boogeyman to all Nightbane, particularly to members of the years, he could do some real damage to Moloch's empire.
Underground Railroad and Nocturnes, where he has focused his
efforts. Prince Balashi has some rare qualities for a Nightlord
minion: He is patient and comparatively humble, meaning that
he never assumes he knows everything. If a minion of his ex-
presses doubt about a plan that's backed up with reason, there's
a good chance Balashi will alter his plans accordingly. Nor does
the Night Prince take foolish gambles unless they have real po-
tential for a high payoff. He has no fear of calling for a tactical
withdrawal when he and his minions are obviously over-
matched, and tries not to underestimate his opponents.
As evil, wicked, treacherous, deceitful and twisted as any
Nightlord, Prince Balashi uses whatever means necessary to get
the job done. This includes torture, lies, threats, maiming, mur-
der, payoffs, blackmail, and the corruption and manipulation of
anyone he needs to accomplish the task at hand. One of his fa-
vorite pastimes is to torture victims for information that he al-
ready knows until they break, because it's fun and interesting.
He has several theories as to what makes someone give truthful
information, as compared to what types of torture will result in
someone lying just to make the pain stop.
A clever strategist and tactician, Prince Balashi has forgone
conventional wisdom when it comes to the Nightbane, and has
developed a plot that he believes will tear out the heart of
Nightbane opposition by destroying the Underground Railroad.
He believes that if he can bring down the Railroad, it will send
shock waves and terror throughout all resistance fighters, cut off
the life's blood to the Resistance, and send other Nightbane or-
ganizations into hiding as they ponder their own fate. In short, it
would send the message that if the Underground Railroad can
fall, none of them are safe. This, in turn should curtail many Re-
sistance operations, make some Nightbane careless, lure others
Balashi, Night Prince
out into the open in attempts to extract retribution, and generally Head of Anti-Nightbane Operations
undermine the entire Nightbane and resistance community. With Alignment: Miscreant.
that community in a state of fear and disarray, he will increase Attributes: I.Q. 21, M.E. 18, M.A. 20, P.S. 21, P.P. 17, P.E. 26,
his efforts with the NSB (and minions) to crush them like the P.B. 14, Spd 20.
frightened, scurrying bugs that they are. An alternative plan is to
Hit Points: 132. S.D.C.: 190. P.P.E.: 450.
secretly seize control of the Underground Railroad and use the
existing infrastructure to identify, locate, and observe Nightbane Horror Factor: 10, but can create illusions with an H.F. ofup
across the entire continent and other parts of the world. He to 18.
would use them to lead him to other factions, secret places, un- R.C.C.: Night Prince. Level of Experience: lOth
known enemies and then target them all for systematic destruc- Natural Abilities: All standard Night Prince powers and abili-
tion, followed by the mass extermination of hundreds of ties (see Nightbane Role-Playing Game, page 176).
thousands of Nightbane. Though he is leaning toward this latter 1. Supernatural Abilities: Regenerates 1D4xl0 S.D.C./
scenario, he doesn't know which plan he actually loves more. Hit Points every minute, see the invisible, recognize all illu-
sions (including those created by other Night Princes), imper-
138
vious to mind control of any kind, nightvision (range: 500 Allies of Note: Balashi often works with a human sorcerer
feet/152m), and does not need to eat, drink or breathe air. named Vincent DuBois. The two are friends and Balashi has
2. Life Force Vampirism: Must absorb at least 5 P.P.E./ considered looking into ways to get the resourceful human
Hit Points a day. This process takes one minute (4 melee elevated to Night Prince. A 5th level Hound Master named
rounds) and can absorb up to 50 Hit Points/P.P.E. at a time. Rynn is his personal bodyguard.
3. Illusionary Powers: Can create very convincing illu- Minions of Note: Balashi maintains the human persona of Rich-
sions that appear extremely real and terrifying. ard Gridley, a Deputy Director of the NSB. As such, he can
Disposition: Balashi is intelligent, cold-blooded, calculating call upon the resources of that powerful law enforcement
and patient. His loyalty to King Moloch is based primarily on agency in the USA. His favorite minions are Hollow Men,
the fact that he believes King Moloch to be the most power- Dopplegangers and the Cults of Night. He only uses Hounds
ful being in the Nightlands. Until he himself is crowned a and Hunters for the coup de grace, and does not trust the far
Nightlord or discovers he's being played for a fool, he'll stay too independent Ashmedai.
loyal to his current boss. Balashi does not have a merciful Weapons and Equipment of Note: He has access to anything
bone in his body, nor does he have an ounce of goodness in in the NSB arsenal (really, the U.S. government) and has
his heart. If he seems to be showing kindness, compassion or taken a special interest in rare, exotic, advanced weaponry.
mercy, you are being "played" and it is part of some nefari- Prince Balashi carries an ornate armband, fastened with a
ous scheme that will only cause widespread sorrow and suf- gold scarab, with him at all times. It is a lesser artifact that
fering later. Prince Balashi is obsessed with torture and generates an aura ofprotection, providing him with an invis-
probably has a penchant to savor torture and keeps dangerous ible, magic force field with an A.R. of 15 and 50 S.D.C.
prisoners around longer than he should. He strives to one day When all S.D.C. is used up, the protection is temporarily lost,
"perfect" torture to the point where he can guarantee an hon- but will reappear and automatically engage 24 hours later. He
est confession every time. Balashi is bitter toward the other also has a Living Chariot under his command that takes the
Night Princes under King Moloch, as they see him as a form of a black S.U.V. with government plates.
shameless bootlicker. Money: Surprisingly, Balashi has little himself in the way of
In hunting down the Nightbane, he operates like a spider monetary goods. He has access to millions at any time due to
sitting in the center of his web. He casts out lines in all direc- his position with King Moloch and his post in the NSB, but
tions and then keeps a claw on each one, waiting for an un- has less than a million in personal assets. His personal resi-
fortunate victim to become entangled in one of his plots. dence is a stately home in Bethesda, Maryland. It is guarded
Psionic Powers: None. by six Hounds, two Hunters and Miss Valerie, a 4th level
Magical Knowledge: None, other than lore, although he some- Doppleganger Mystic who acts as his personal assistant.
times pretends to use magic through his illusions.
Combat Abilities: Hand to Hand: Assassin. Victor DuBois
Attacks per Melee Round: Seven.
Perhaps one of the most despicable aspects of the Nightlords'
Damage: Inflicts 2D4 S.D. C. on a restrained punch, 3D6 S.D.C.
invasion of Earth is that it could not have been accomplished
on a full strength punch, and 6D6 S.D.C. on a power punch
without the help of many humans knowledgeable in the dark
(counts as two attacks), plus P.S. damage bonus.
arts of magic.
Bonuses: +2 to strike, +4 to parry, +5 to dodge, +5 to roll, +8 to
Millennia ago, the Nightlords were banished from the Earth,
pull punch, + 10 to damage, knock out/stun on an unmodified
and sealed within the Nightlands via powerful magic that
17-20, critical strike on an unmodified 19 or 20, +10 to save
drained much of the magic from the planet. The seals put in
vs magic, +5 to save vs psychic attacks, +2 to save vs insan-
place upon their dimensional exile were such that they could not
ity, +10 to Perception Rolls, +6 to save vs Horror Factor, +6
be broken without help from sorcerers on Earth. For centuries,
to save vs poison, +22% save vs coma/death, 60% chance to
the Nightlords leaked bits of information to Earth on ways to
invoke trust and intimidate.
break down those barriers; through dreams, portents, and foolish
Vulnerabilities/Penalties: Takes double damage from the at- humans who traveled to the Nightlands looking for power. It
tacks and Talents of the Nightbane and the energy powers of took thousands of years, but finally, members of the Cult of
the Guardians. Night and other groups focused on black magic, got all of the
O.C.C. Skills of Note: Lore: Geomancy 98%, speaks English, pieces together and worked with King Moloch to break the bar-
Hebrew, Arabic, Ancient Egyptian, Greek, Aramaic, Farsi, riers between Earth and the Nightlands.
Latin, and Demongogian at 98%, Lore: Nightlands 97%, Most of the humans involved in bringing about Dark Day
Lore: Nightbane 92%, Research 98%, Interrogation Tech- had no idea what they were unleashing upon humanity. All they
niques 98%, Intelligence 85%, Combat Tactics: Basic 92%, knew was their help would bring something evil that would
Undercover Ops 95%, Literacy: English 92%, Literacy: grant them tremendous power and influence. Only a few hu-
Greek 92%, Anthropology 82%, Mathematics: Basic 97%, mans knew exactly what they were doing, and Victor Dubois
Lore: Religion 82%, Prowl 77%, Swimming 98%, Radio: and his family were some of them. The DuBois family knew
Basic 97%, Detect Concealment 77%, Horsemanship: Gen- they were helping orchestrate the fall of human civilization.
eral 76/56%, Climbing 92%, W.P. Sword, W.P. Knife, W.P. They knew their hands would be stained with the blood of per-
Polearm, W.P. Automatic Pistol. haps millions, and they eagerly, almost gleefully, did everything

139
they could to bring about this unthinkable fate. Despite the discards them when he is done. More than one woman who
knowledge that their handiwork would bring unfathomable suf- thought he cared for her was surprised to find herself on a
fering upon the world, they did it anyway. DuBois family sacrificial altar. He does not hesitate to tor-
Nobody knows why the DuBois family, notorious among ture, maim and kill innocent men, women and children.
magic circles, would be so willing and fanatical servants of the Description: A broad-shouldered man of African-American de-
Nightlords. It is one thing to deal with the devil to gain power and scent in his early 40s, with long braids usually kept in a po-
wealth, but something else seems to be driving the DuBois fam- nytail. He wears expensive tailored suits and a family signet
ily. It is as if their genetic line is somehow tainted with pure evil. ring that gives him an additional +2 to save vs magic.
One of the most evil members of the DuBois family is Victor O.C.C. Skills of Note: Language: English 98%, Lore: Nightlands
DuBois, a priest of the Cult of Night, instrumental in Moloch's 90%, Dancing 90%, W.P. Knife, Cryptography 70%, Lore:
war against the Nightbane. Victor works side by side with Night Nightbane 80%, Computer Operation 90%, Interrogation
Prince Balashi at the NSB, and has shown him that he is so ruth- Techniques 85%, Undercover Ops 85%, Lore: Geomancy
less, evil and depraved that Prince Balashi wants to invite the 80%, Streetwise 61%, Prowl 70%, Palming 65%, Body Build-
man into the ranks of the Night Princes. ing, Literacy: English 75%, W.P. Submachine- gun, First Aid
Victor helps bridge the gap between the sometimes alien 90%, Mathematics: Basic 90%, and Radio: Basic 90%.
thinking of Balashi and his master King Moloch, and the Combat Abilities: Hand to Hand: Basic.
thought processes of humanity (and, by default, the Nightbane). Attacks per Melee Round: Six physical attacks or two by magic.
Victor knows people. He knows what makes them tick, what Bonuses: +1 to strike, +2 to parry, +2 to dodge, +2 to roll/pull
motivates them and what breaks their spirit. He knows how to punch, +4 to damage, critical strike on an unmodified 19 or
make a calm person act in haste, and how to calm or manipulate 20, + 1 save vs magic, +5% save vs coma/death, +4 to Per-
the irrational. He has kept Balashi and Moloch from making nu- ception Rolls, 70% chance to invoke trust or intimidate, 55%
merous mistakes due to their natural instinct to underestimate chance to charm or impress.
the human spirit and stubborn human determination.
Vulnerabilities/Penalties: None per se.
In return, Victor gets nearly limitless power for him and his
Psionic Powers: None.
vile family. Money, influence, fresh victims for their experi-
ments with dark magic; the DuBois get it all, as long as they are Magical Knowledge: Spell Strength: 12 (Priests of Night do not
willing to sell their fellow humans into misery and death. It's a get Spell Strength increases). Spells: See Aura, Sense
bloody bargain the DuBois family, and Victor in particular, Nightbane, Heavy Breathing, Mystic Alarm, Magic Armor,
seem to accept without batting an eye. Ritual: Call Nightlands Denizen, Traitorous Hand, Shadow
Meld, Trance, Domination, Circle of Flame, Telekinesis, Es-
Victor DuBois cape, Ritual: Call Nightlord, Ritual: Summon Nightlands
Denizen, Control Nightlands Denizen, Summon Nightlords
A leader of the Cult of Night
Avatar, Summon Nightlord, Call Lightning, Agony,
& Assistant NSB Deputy Director
Nightland Portal, Create Zombie.
Alignment: Diabolic.
Allies of Note: Victor DuBois is a man of many resources. In
Attributes: I.Q. 19, M.E. 14, M.A. 22, P.S. 17, P.P. 15, P.E. 17, addition to magic, wealth and power, he can call on many of
P.B. 21, Spd 10. the resources of the NSB, the Cult of Night and the DuBois
Hit Points: 62. S.D.C.: 55. P.P.E.: 138 family. He always has an entourage of 3D6 NSB agents
Horror Factor: None. (mostly Dopplegangers) and human cultists around him at all
O.C.C.: Priest ofNight. Level of Experience: 9th times. Two cousins from the DuBois family (4th level aco-
Natural Abilities: As a priest of the Cult of Night, Victor's lytes) act as personal bodyguards when he is on unofficial
powers are the result of a magical boon. Had it not been for business and he generally keeps one or two zombies inside
him being chosen by the family for this role, Victor would his secured mansion in Alexandria, Virginia.
have never developed magical abilities on his own, and Minions: Numerous, they make him feel important.
would have been nothing more than an acolyte. As a Priest of Weapons & Equipment: If Victor is in the field on a dangerous
Night, he is endowed with increased Mental Affinity and mission (virtually never, he lets flunkies do the dangerous
Physical Beauty, in addition to access to powerful spell stuff), he will have an MP5 Heckler & Koch with a laser tar-
magic. Victor can spend 2 P.P.E. per minute to make his P.S. geting sight. Otherwise, he keeps a 9mm Mini Uzi in what-
Supernatural. ever overpriced car he is currently fond of, and most
Disposition: A ruthless, excessively cruel man who derives members of his entourage have pistols or submachine guns.
pleasure from attaining power and using that power to break Money: Victor DuBois loves to throw his money around. Since
his enemies. He is quick to feel "wronged" by someone, and it has no real value to the Nightlords, Balashi basically gives
even quicker to seek revenge for those perceived wrongs. Victor a blank check. As long as DuBois is good at what he
Victor is a skilled manipulator and can easily make himself does and doesn't cause more trouble than he's worth, Balashi
appear to be charming and likable, thus hiding his character could care less. Victor can easily get his hands on $10 mil-
flaws. He is still a bit insecure about his powers being a gift lion in 24 hours, and that's without touching the family's re-
from the Nightlords, because he rightfully assumes what has sources. He always has at least $10,000 on him, usually in
been given can be taken away. He places no value in human big wads of money that he occasionally flashes when out on
life or emotions. He uses people, particularly women, and the town.
140
141
Dark Adventures
The following is a series of adventures that puts the player
group face-to-face with one of the Nightlords' insidious plots to
sow dissension and distrust among the various factions arrayed
against them. It can be played as a continuous story line with
players going straight from one adventure to the other, or it can
be a sub-plot or several chapters in an ongoing campaign,
stretched out over numerous gaming sessions. It also introduces
several NPCs which could make excellent recurring characters.

Part 1: Dead Ringer


Some enemy force has been taking out safe houses in the
player characters' home city. Both the Spook Squad and the Un-
derground Railroad have had places they were certain were se-
cure raided by the NSB, burned down or otherwise destroyed by
mysterious circumstances. This information can be dropped to
the players through contacts or allies in previous adventures, or
at the beginning of a gaming session dealing directly with this
story line. However, dropping hints and clues that "safe" houses
throughout the city are being hit with startling regularity can add
a bit of tension and help build suspense.
If any of the players are aligned with Spook Squad or the Un-
derground Railroad, it will be easy to get them involved. Both
factions are more than anxious to find out how their safe houses
are being compromised and targeted for destruction. Was it a
leak or some new means of espionage being used by the
Nightlords?
If the player characters are not members of either of those
factions, then the factions they do work with want to know what
happened before they are the next target. If they are totally inde-
pendent, then it is likely that the Underground Railroad hires At the Club Freak, she recognizes the players on sight due
them to investigate the incidents and determine whether or not to her connections with the Underground Railroad. Her
they have a spy or traitor in their midst. In the alternative, the Morphus is covered in tree bark and she has no face, making it
player characters may be drawn into the adventure by word on impossible to identify her Facade. Even in the Club Freak she
the street or sheer happenstance. If nothing else, there is always acts nervous and anxious, and doubly so if she has to meet the
the danger that their base of operations could be next. player characters in a warehouse.
The first thing the characters are likely to do is connect A look at her aura will indicate that she is a Nightbane,
with any contacts they have in the Underground Railroad or the healthy, mid-level, and not under the effects of any supernatural
Spook Squad to find out what they know about how the houses or magical possession. Impression provides the same informa-
were targeted and hit; i.e. who knew what, when and how were tion and indicates that she is of a good alignment. Lisa is defi-
the safe houses eliminated? Whoever their sources are, they will nitely NOT looking for a fight. And if, for some reason, she is
refer them to people who were familiar with the safe houses. For attacked by the player characters, she will immediately use the
the Underground Railroad, that's Lisa Torrance, a Nightbane Doorway Talent and escape.
who works as a "conductor" for the Railroad, ferrying young She nervously introduces herself and, when asked what hap-
Nightbane from one safe house to the next in an effort to keep pened at the safe house, relates the following story:
them away from the Nightlords' minions. "Look, I've been a Conductor for quite a while, longer than
Lisa insists on meeting with the players in person, however. you can imagine. I've seen safe houses get raided, and I've seen
If there are Nightbane in the group, she will ask them to meet them betrayed by insiders. I've never seen anything like this.
her at the local Club Freak, which only allows Nightbane and is "I got there before the police did, doing my usual check up.
always considered neutral ground among the various factions We had three new Nightbane in there. Just kids, really. Some-
that employ Nightbane. If there are no Nightbane in the group, times they can do some really stupid stuff, you know? Like give
or none willing to meet her, she will suggest an abandoned their old girlfriend the address or whatever. We usually do a
building, late at night, in the warehouse district.
142
good job of scaring them into not giving out vital information, The tree woman then hands over a bloody Darkblade scimitar
but it's better to be safe than sorry. There were two agents over- and a small cell phone and earpiece.
seeing them. Both were experienced. She will answer any questions, but she doesn't know much
"When I got to the door, I knew something was wrong. It was beyond the above. The safe house had been used by the Under-
unlocked. The smell of blood hit me as soon as I stepped inside. ground Railroad for three years. The sorcerer had been with the
I morphed out as soon as I walked in. Underground Railroad for 10 years, and the ex-Warlord for
three years. If asked what she thinks, she'll tell the player char-
"This place ... it was a slaughterhouse. It looked like every-
acters that she thinks the magic user killed the kids and then
one there had been put through the meat grinder, you know?
went down to the basement to use the furnace to start a fire, but
There was blood everywhere. Some was even dripping off the
was caught by the other Underground Railroad agent. The two
ceiling. What's more, I couldn't sense a single Nightbane in the
fought and killed each other, and things happened so fast that
house.
there was no time for either of them to go Morphus.
"So I go in, and in the den there's one of the kids, he had The Darkblade scimitar is a normal Darkblade weapon. A
been sleeping on the couch in front of the T.V. Sweet kid, really psionic Object Read reveals the last owner was of selfish align-
polite and friendly. Whatever had happened there must have ment (Unprincipled), but there is no general emotional state as
happened fast, because he was still in his Facade, or at least the last owner is dead. It is a weapon and contains a slight hint
what was left of it. Someone had more or less emptied out his of magic from the arcane processes used to make Darkblade
entire chest cavity in maybe one or two strokes. I doubt he even weapons. Mental images gleaned from the Object Read show
had the chance to wake up. He was the lucky one I think. scenes of the sword in the hands of a Hunter, slashing down sol-
"Two other kids were in their rooms upstairs, one girl and diers in a forest. Then images of a Nightbane wrapped in chain
one boy. The girl had been decapitated. Whoever had done it mail like a mummy with antlers striking the Hunter down with
had needed to take a few whacks to get it off, and they didn 't get fire bolts and lightning. After that there are bloody flashes of the
any points for neatness. The boy must have woken up by the time sword being used to strike down the young Nightbane of the
they got to him, because he put up a fight. He lost though, and it safe house in the hands of a dark haired, studious-looking man.
must have been his blood all over the floor that had leaked The present cannot be glimpsed, as the owner is now dead.
through the ceiling below. There was no body and I figure he The cell phone can be studied various ways. First, the batter-
died in Morphus, which would have just turned into a pool of ies are dead and it must recharged. The last call in was actually
black light. from "LT" at 4 p.m., the day of the attack. Lisa will confirm she
"By this time, I'm freaked. I'm thinking that it has to be made that call as a routine check up call and all was well. The
Hounds to be this vicious, right? So where are the Under- last call out was to a Chinese restaurant hours before the mur-
ground's protectors? Both of them were experienced. One was a ders. Hacking into the cell phone company's database, or other
sorcerer and the other was an ex-Warlord who turned into a gi- means of getting phone information, reveals that while the
ant wasp with a shotgun for a hand. Not two Nightbane that are phone may have been on at the time of the murders, there is no
going to go down easy. record of an actual call being made.
"Well, I find them in the basement, near the furnace room. Object Read of the cell phone shows the same things about
The place was a wreck. It looked like a serious battle royale had the owner as the sword. Additionally, it indicates that the phone
gone down. I expected to find a Hound or dead Ashmedai or has indeed been recently affected by supernatural forces. Images
something. Instead, I find just the two men. They had killed each show the phone in use, except for a few final images that show
other in their Facade. It looked like the ex-Warlord had shoved the same man who wielded the sword on the phone, his eyes
his gun down the sorcerer's throat and emptied the clip. But glazed over. A Perception Roll of 16 or better reveals that, dur-
that was not before the sorcerer had doused him with a Molotov ing the final visions, the display has no number typed in, which
cocktail. Neither had a chance. could indicate that the user was just listening to the dial tone for
some strange reason. Again, there are flashes of the murders, but
"That's pretty much it. Near as I can tell, they died fighting clearly showing the face of the dark-haired man, whom Lisa or
each other. The sorcerer had a Darkblade, and I think it was the others in the Underground Railroad identify as the sorcerer who
weapon used on the other kids. The sorcerer also had a cell stayed at the house.
phone on him. No biggie there, but it was odd that he apparently
had the earpiece on the whole time. The batteries were drained
when I found him. I don 't have the skills to investigate this stuff,
Visiting the Murder Scene
but I hear you can ... or you've got connections that can. If the player characters decide to visit the Underground Rail-
road safe house where the murders took place, they discover that
"Please let me know what you find out. I mean, I think the
the house is cordoned off with police tape. Two NSB agents are
sorcerer did it all. But why? He's been a trusted member for
obviously parked across the street in a black sedan. Checking
years. It doesn't make any sense, unless he was possessed or
their auras and other sensing abilities reveal that they are
something. None of our safe houses can be considered secure
Dopplegangers. There are "investigators" all throughout the
until we find out what the hell happened there. Did he just snap?
house, making the prospect of going inside a foolish one.
Something tells me there's more to it. Especially since this isn 't
the only incident like this. I just don 't know the details about the Returning later, at night, reveals that the entire house has
others." been sanitized. Floors and walls have been stripped, and every-
thing smells heavily of chemical cleaners. No evidence remains.

143
The Spook Squad House and the other agent were assigned to watch the house with an
eye out for anyone trying to enter it. They do not know what
The Spook Squad is in a much more disadvantageous posi- happened inside, but have been advised not to use telephones
tion than the Underground Railroad. They were unable to get to anywhere in the area. They do not know why.
the house before the authorities. They are desperate for informa-
A successful Words of Truth spell or telepathic mental probe
tion about what happened, but are somewhat distrustful of any-
indicates they know more than they are saying. If pushed, the
one who is not a member of Spook Squad. If none of the player
one NSB agent reveals that they know the area is being subject
characters are aligned with Spook Squad, it is best if the most
to a secret experiment having something to do with phones that
human among them make contact.
is very important to their bosses at the National Security Bureau
Contact will be through Mr. Jones, an Epsilon agent who re- (NSB). They have heard the word "Echelon" used, and were pre-
fuses to meet with the group face-to-face. He will contact them viously assigned to security at a new telecommunications build-
by phone or e-mail. Quick and to the point, Mr. Jones offers the ing in the center of town that is meant to be a hub for all the
group $100,000 in cash if they can discover what, exactly, hap- city's land lines, and also has a large, new, radio tower with
pened at the Safe House. All that Spook Squad knows is that transmitters from all the major cellular companies.
neighbors heard a horrific crash in the middle of the night from
Any character with the skills Streetwise, Intelligence or
inside the home. There was dust, more crashes and then silence.
Cryptography will recognize the name Echelon. Echelon, be-
That's all he's got. He will be reluctant to go into detail about
fore Dark Day, was a computer system that could allegedly
the people at the house, but successful trust or charm rolls at
monitor ALL land lines and cell phone frequencies. Using key
-10% (since it is not being done face-to-face) will get him tore-
words, like "terrorist" and "bomb," the system would "flag"
veal that the house was used as a way point for Spook Squad
telephone calls that contained details of possible threats to the
members who were being relocated due to blown cover. He will
United States. The U.S. government has never acknowledged
give the group a cell number which he says is good for only one
the system's existence and no one seems to know what hap-
phone call, so don't waste it.
pened to Echelon after the Nightlords took control of the gov-
Once at the Spook Squad safe house, which is in a very ernment. It is also unclear where, exactly, Echelon is located.
rough neighborhood, a casual search of the area reveals a suspi- Rumors have placed it in the Washington, D.C. area to as far
cious umnarked van parked a couple houses down. There are away as Australia.
two NSB agents inside. One is checking out the area with binoc-
Note that if the player characters do not go to the Spook
ulars, the other is in the back, lying prone (visible if viewed
Squad house, the evidence from the Underground Railroad Safe
through the van via thermal vision or other enhanced means of
House should still give them an indication that the telephones
sight). Both are basic NSB Dopplegangers (see the Nightbane®
are somehow a part of what is going on. Any investigation re-
Role-Playing Game, page 201). Fortunately, there appears to be
garding the area's cell phone or telephone system will also re-
no one in the house, but the Dopplegangers will have to be dealt
sult in them learning about the ·new telecommunications
with before the heroes can investigate. If undetected and left
building. Additionally, any character familiar with the local ley
alone, the NSB agents are likely to notice any entrance into, and
line network should realize that the building is sitting right on a
activity inside, the house, and call for back up which includes an
ley line nexus.
entire NSB "strike team," all with heavy weapons and body ar-
mor, and led by an Ashmedai. Inside the Spook Squad safe house. Once the NSB agents
are dealt with, the way is clear to go inside and investigate the
The trickiest part incapacitating (or killing) the NSB agents is
Spook Squad safe house. If anyone looks through a window as
approaching the van without being seen, but it can be done. The
they approach, it is immediately obvious that something is very
guy in the back of the van is asleep, so if the group can take the
wrong. The inside of the house is completely trashed, as if the
first agent out quietly and quickly, he doesn't stand a chance. If
floors inside collapsed in on themselves.
there is noise, he wakes, but does not have initiative in the first
melee round, as he's groggy. But the first thing he does is reach A simple Pick Locks skill roll can get the player characters
for a two-way radio hand set at his side with one hand and his through the front door quietly, but a forced entry works too, and
gun with the other. in this neighborhood, nobody investigates the sound of barking
dogs, pounding or breaking glass. Just beyond the front door the
The NSB agent in the front seat has his gun in his lap and his
floor is completely gone. The entire inside of the house has col-
radio and a box of cold pizza on the seat next to him. He is in
lapsed into a huge pile of debris in what appears to be an open
the driver's seat. He will pop off a couple rounds at an attacker,
area below the basement. With all the debris, it is an easy climb
but if it is obvious they are Nightbane, Guardians or Wampyrs,
down to the pile. Searching through the rubble reveals a blood
he will attempt to drive off.
trail that leads down, below the basement, into an old (ancient?)
Killing both NSB agents is effective, but not very informa- tunnel system in the very bedrock on which the city rests. De-
tive. They have typical NSB badges and the van doesn't have pending on the city, the origin of these tunnels could vary
any info or evidence about the safe house except for an Internet greatly. In New York, it could be the original, abandoned sub-
map service's directions to the address from the local Federal way system. In Detroit, it could be the old salt mine tunnels,
Building that houses the local NSB office. elsewhere they might be part of a natural cave network or
Capturing the NSB agents alive is far more productive. A mines, whatever works for where the player group is located.
successful Interrogation skill roll (better do it out of sight of the The blood trail should be fairly easy to follow. There is noth-
neighbors, however) gets one of them talking, but only if the ing to disturb the evidence down here, though it is pitch black.
player characters promise to spare his life. He explains that he Only Nightvision that allows the player characters to see in ab-
144
solute darkness, but modern starlight scopes also do the trick, as acters initiative for the first melee round if they choose to imme-
do flashlights, though the latter announces their presence. diately attack. Note: If the generator's fuel is blown, there will
be no light in the cavern except a few, flickering, burning bits of
The Lair of an Ashmedai debris, meaning characters without an ability to see in the dark
will be fighting blind or need flashlights.
After about an hour of moving through the dark tunnel, if the
player group decides to venture on, following the blood trail
leads to the lair of two Ashmedai. The group will hear them be- Yassur-adu and N abi-sin,
fore they see them, as they are a bit indolent after having fed on NPC Rogue Ashmedai
the unfortunate victims of the Spook Squad safe house.
These two vicious monsters are arrogant and cocky, particu-
A Perception Roll of 10 or better detects a source of light
larly if not severely wounded by the exploding gas tank. The
around a bend in the tunnel about 100 feet (30.5 m) before the
monsters attack intruders by trying to entangle, restrain, and
heroes come to the lair itself. A successful Prowl skill roll can
bash them to death with their Supernatural strength. They work
get one or two player characters close enough to eavesdrop on
well together and intelligently choose their targets. Anyone who
the Ashmedai's conversation.
seems to be a particular threat will be focused on first, and dan-
The two monsters are Y assur-adu and N abi-sin. If they de- gerous combatants are wrapped up in their tentacles as quickly
tect the player characters (a failed Prowl roll or a lack of an at- as possible and bashed against the walls or hurled across the
tempt to Prowl cause the creatures to notice our heroes' room. Such victims suffer standard tentacle strike damage plus
approach), they will immediately attack. If not, the character(s) damage from the slam or being tossed, which does 3D6 damage
who successfully approaches undetected hear the following and the loss of initiative and two melee attacks. This maneuver
snatches of conversation: will cost the Ashmedai two attacks, however.
Nabi-sin: "Didn't I tell you it would be easy? It was like gro- When S.D.C. is reduced to zero and damage start to affect
cery shopping!" Hit Points, the Ashmedai attempt to shape shift into mice and
Yassur-adu: "Yes, except without having to pay for it. run up the wiring into the ceiling (they are arrogant, not stupid).
(Laughter.) I do not understand why you think the (unintelligible If they succeed they are be gone, unless someone can follow
alien word) will not miss them, though. " them into small areas (such as by using the Swarm Self Talent).
Nabi-sin: "I told you, I don't think they know what 'it' is do- A difficult Perception Roll will be required to see them, with a
ing. I don 't think they have control of 'it'. " +2 bonus for any characters with nightvision or thermal-optic
vision.
Yassur-adu: "Well, if 'it' keeps acting like this and leaving
us tasty little morsels, I don't care if they can't control the Note: The two Ashmedai are twins and have the same stats and
thing." skills.
Nabi-sin: "Just be careful when you listen in on the calls. If Alignment: Miscreant.
'it' realizes we are listening in 'it' may try to influence our Attributes: I.Q. 20, M.E. 18, M.A. 17, P.S. 25, P.P. 19, P.E. 27,
minds too. And I don't relish the thought of waking up one day P.B. 2, Spd 30. Attributes are considered to be Supernatural.
to you trying to eat me alive. " Hit Point: 80
Yassur-adu: "Our minds are not as pliable as the humans so S.D.C.: 290 in their natural form. They have less S.D.C. in
... wait. Do you feel that? It is at it again!" smaller forms, but these two Ashmedai will not try to change
At this point there will be some rustling and the two shape until they are down to Hit Points anyway.
Ashmedai go silent. If the player characters are brave enough to Horror Factor: 14
try to sneak forward they are treated to the sight of two Weight: 700 lbs. (315 kg). Height: 12 feet (3.6 m) from head to
Ashmedai in their full monstrous forms in a large cavern. The tail. The tentacles have a reach of six feet (1.8 m).
two beasts are hunched over some sophisticated-looking elec- P.P.E.: 4. I.S.P.: 70.
tronic and computer equipment. The use of the Detect Psionics
Experience Level: Fourth.
psychic ability indicates they are both actively using psionic
abilities at the moment. All of the equipment has bundles of Natural Abilities: Supernatural Vision: Although the Ashmedai
wires going up into the ceiling. There are also several pick-axes have no eyes in their true form, they can see via supernatural
and shovels nearby, as well as the bodies of five men senses. They can see the invisible and in total darkness (up to
handcuffed together side-by-side lying on the floor. They do not 2,000 feet/610 m). This works in any and all forms it may se-
appear to be moving. The light comes from a couple bare lect. Bio-regenerates 1D6xl0 S.D.C./Hit Points every minute
lightbulbs strung from the ceiling of the 40 foot (12.2 m) tall, (4 melee rounds).
200 foot (61 m) circumference cavern. Everything is hooked up Shape shifting: The Ashmedai can shape shift at will into the
to an electrical generator the size of an office desk. There is a 5 form of any living creature, from a mouse to an elephant. It is
gallon (19liter) gasoline tank attached to it. believed that mouse-size is the size limit, and they cannot
Covertly igniting the gas tank will destroy the generator, transform themselves into insects. While wearing an animal
severely damage all the electrical equipment, and likely destroy form, the Ashmedai can use all the abilities of that form
the five men on the ground. (Remember, our heroes don't know (such as flight, running, swimming, etc.). The Ashmedai can
if they are dead or alive.) However, the sabotage inflicts even create monstrous shapes for themselves, with claws,
2D6xl0 damage to the two Ashmedai and gives the player char- sharp teeth, etc. (refer to the Nightbane Creation Tables in
145
917~
the Nightbane® Role-Playing Game for some available ap- sound files reveals a very chilling, inhuman voice giving listen-
pearances and abilities). Bio-mechanicals and other inorganic ers horrible instructions and suggestions such as:
modifications are beyond their ability, however. Changing "They are plotting against you. Kill them all when they are
into small creatures temporarily reduces the Ashmedai's asleep."
S.D.C. but not its Hit Points. Changing from one form to the "Everyone you love lies to you. "
next counts as one melee attack/action.
"They are obviously not your children. Kill her and kill
Skills of Note: The two Ashmedai are obviously well versed in them!"
communications skills, but the player characters will be able
"Turn on the gas and handcuff yourself in the basement to-
to infer that from the equipment left around once they are de-
night. Then go to sleep, but hand the phone to someone else in
stroyed or driven off. The only skills that will likely factor
the house before you do. " This last message seems to have been
into the encounter are their combat skills. Both have W.P.
repeated five different times. The Ashmedai have it flagged and
Handguns and W.P. Whip. The W.P. Whip bonuses can be
marked.
applied to tentacle attacks. They also have Prowl at 56%,
which they will use to attempt to escape if necessary. On the floor nearby is a segment of natural gas piping and a
wrench. Player characters, especially anyone skilled in foren-
Combat: Supernatural, in addition to Weapon Proficiencies.
sics, might be able to figure out that the Ashmedai tapped in on
Five attacks per melee.
this last set of calls to the Spook Squad safe house, and decided
Damage: In true form, tentacles do a total of 4D6+ 16 damage. to take the unfortunate victims as a free lunch instead of allow-
Though Ashmedai have frighteningly huge maws, they rarely ing them to get blown to smithereens.
bite in combat (see it as quite uncivilized, and are as likely to
bite you during a fight as another person would). If they do If the players destroyed the generator the computer is
bite, it inflicts 3D6 damage. trashed, but the hard drive can be recovered easily (basic elec-
Bonuses: +5 to strike, parry and dodge, +5 to roll with fall or tronics or computer repair) and the information can be ferreted
impact, +5 to pull punch, +9 to save vs magic, +7 to save vs out. Of course, the group will have to leave the caves to do this.
psionics, +8 to save vs Horror Factor, +10 to damage (al- Examining the bodies reveal they are the missing Spook
ready included in tentacle damage), +6 to save vs poison, +2 Squad safe house residents. All are dead, strangled, but were
to save vs insanity, + 24% to save vs coma/death, +4 to all tortured before death. All are handcuffed to one another. The
perception rolls, and has a 45% chance to invoke trust or in- keys are nowhere in sight.
timidate. A further inspection of the cave reveals a natural chimney in
Magic Powers: None. a small side room that leads up to a small access panel. This
Psionic Powers: Knows the following psychic abilities: Alter leads the group into a large storm water runoff pipe. The climb
Aura, Empathy, Mind Block, See Aura and Telepathy. is fairly easy and short, requiring one Climbing skill roll. A few
Weapons: The Ashmedai are unlikely to use any weapons in yards down the pipe (which is about 4 feet/1.2 m tall, requiring
their natural forms. There are two Heckler & Koch MP5's them to crouch), is a brick wall and a hole covered by some
(2D6 damage, 660 feet (201 m) range, with three 30 round hastily placed plywood.
magazines each) near the five handcuffed figures. On a suc-
cessful Intelligence or Undercover Ops skill roll, a player
character recognizes these weapons as ones commonly used Part 2: The Hub
by U.S. Special Forces and Spook Squad. If the player group spends any significant amount of time be-
tween first being contacted and getting to this point in the ad-
When the Ashmedai are gone
venture (several days or more later) they will notice news
Once the Ashmedai are defeated or driven away, the cavern reports of increasing violence in the city. What's most unusual
can provide a wealth of information. If the generator was NOT is that the crime is mostly domestic: husband against wife,
destroyed, the equipment is still on and working, unless it was mother against child, brother against brother. Both police and
damaged in the battle. A state-of-the-art computer is connected fire departments are taxed to their limits (that's assuming, under
to a large blue box that is connected directly into a telephone Nightlord control, that they are even trying to quell the vio-
hub directly over the cavern. It is monitoring all the telephone lence). The violence seems to be spiraling out of control.
calls going through the hub. Any character who uses Presence
The longer our heroes wait, the more violent the situation
Sense or Detect Psionics will detect psionic power running
gets, until there's rioting in the streets and something pretty
THROUGH the phone lines. Additionally, there is a cell phone
close to anarchy (things are unlikely to get that far, but it could
signal de-scrambler attached to the computer as well. The com-
happen).
puter itself is running sophisticated sound analysis gear and
there are several sound files that the Ashmedai have clipped, Before things get that bad, however, the player characters
sampled and tagged. should have determined that the unusual deaths in the Spook
Squad and the Underground Railroad safe houses are tied to the
Successful Surveillance System, Cryptography, or Computer
Honeycutt Telecommunications Building, located in the cen-
Programming skill rolls indicate that the Ashmedai were inter-
ter of the city. It is a five-story office building topped with a tall
ested in isolating voices and sounds within phone calls that
communications tower used by the local telephone service and
would normally be inaudible to the conscious mind. Playing the
all the major cell phone companies.

147
The tunnel from the lair of the Ashmedai leads to the base- and there is no way for the player characters to know that, short
ment of the building. The player group can either push on im- of using Object Read.
mediately or go back to their base of operations, rest, get more The room also contains the building's air conditioning sys-
information on the building and talk to contacts. tem and water controls.
What is known about the Honeycutt Telecommunications Electrical Room: On the southern side of the wrap-around
Building: The building is five stories tall and has only been hallway surrounding the elevator shaft is the electrical room. In-
open a few weeks. All of the city's telecommunications are be- side are the electric power controls to the building. The door is
ing run through this building as a central hub. Allegedly, this is locked, however, and there is a small card swipe machine to the
to maximize cell coverage and create a more efficient telephone side of the door. The door has 300 S.D.C. and an A.R. of 14.
and cell phone system. However, one city planning official who However, someone with Lightning Rider, or an ability to fit
had a background in communications, has disappeared after dis- through small cracks (such as turning into a mass of insects)
puting the efficiency of the building, which was built with a could get into the room and open the door from the inside. Oth-
healthy amount of city funds. erwise, our heroes need to get a security card from one of the
The building has contracted with a security firm that has a building security guards or staff.
history of "overreacting" to security threats with lethal force. If the player characters are able to get into the room they
However, its leaders have close ties to the Preserver Party and find that it takes up a large portion of the bottom of the building.
it has never faced serious consequences for its actions. Addi- To the right of the doorway is a small hall that leads to a
tionally, the only floor that is open to the public is the main large electrical box that controls the central power to the build-
floor, which has a bill payment center. ing. Off to the right of the box is a large backup generator. If
There is a parking lot on both sides of the building, so there power is cut to the building, the generator will automatically
is no option to sneak from one roofto the other. Unless the char- kick on. If the player characters attempt to mess with the box
acters can fly (which is a possibility), the only entrances are the without any electrical skills there is a 30% chance of someone
front door, a loading dock in the back, and the entrance from un- receiving a powerful electrical jolt that does 6D6 damage and
derground. stuns him for 1D4 melee rounds. It will also cause the lights to
Any character with an ability to sense the supernatural will flicker in the building and bring down a mechanic to see if there
detect several presences in the building, but it's hard to tell the is a problem.
number and location. Also, the building sits on a ley line nexus, On a far wall there is a telephone box. It has been broken into
something players and the Game Master should remember when (possibly by the Ashmedai). Examination by any character with
using magic and psychic abilities. the Surveillance Systems or Electrical Engineering skill reveals
this is a highly advanced system requiring a massive amount of
The Basement of the Honeycutt power. It has a fiber optic line with many times the capacity of
the highest speed broadband internet lines currently in civilian
Telecommunications Building use. Any character who can Detect Psionics in use can feel psy-
The basement is typical for an office building, with cinder chic energy radiating from the line. There is also the slightest
block walls and a poured cement floor. sense of an evil supernatural presence. Even without using psy-
Storage room: Boxes of ceiling panels, spare light bulbs, chic abilities, those with psychic sensitive powers feel uneasy as
notepads and other office supplies are stored here. Most are they approach the telephone system. Anyone with the psychic
stacked near the back of the room, hiding the plywood board ability Sixth Sense immediately senses danger from the system.
covering the hole into the sewer made by the two Ashmedai. If Destroying or shutting down this system immediately sets
the player characters come in from the Ashmedai lair they will the entire building on alert and lock down. All the doors will
enter the building from this room. The boxes provide a good lock and two fully equipped NSB squads arrive in the basement
hiding space for someone coming through the hole, especially if within 2D4 minutes. In the meantime, building security will be
you are a shape-changing Ashmedai. One metal fire door leads alerted that there is a problem in the basement and come down
into a small hallway that wraps around a central elevator shaft. to investigate, expecting trouble.
The storage room is "behind" the elevators, so the player char- Trying to eavesdrop on any conversations or listening in
acters need to walk around the hallway to get to the basement on any calls currently going in or out of the system exposes that
entrance to the elevators. The storage room is on the eastern side character to the Echelon Entity, requiring a save vs psychic at-
of the building. tack. Failure to save means the character is filled with Hypnotic
Mechanical room: The mechanical room is a large area Suggestions to protect the communication system and to attack
through a metal door on the northern side of the basement. anyone (friends included) who does not belong in the room. The
There are low-hanging pipes that lead to a large boiler. The suggestion lasts for 4D4 melee rounds before the character can
boiler is enclosed in a fenced-in area that is padlocked shut. The regain control of himself. Even Nightbane are susceptible to this
mechanical controls to the elevators are located here as well, Hypnotic Suggestion.
and can be used to shut the elevators down or cut power to To the left of the entrance is a small area for building main-
them. Additionally, a Perception Roll of 12 or better allows one tenance and security staff. There is a 50% chance of there being
of the player characters to spot a small key on top of a nearby two security guards present. The guards are human and have the
pipe. It is the emergency key for the elevator, but it is unmarked same stats as Corrupted Police (Nightbane® RPG, page 199).

148
There are several lockers in this area, but all are locked with The bill payment center is just an empty room with only the
padlocks or simple combination locks that one can find at any drywall in place. It is not slated to open to the public for some
hardware store. A simple Pick Locks skill roll opens the lock, as time.
does a twist by any character with a Supernatural P.S. of 25 or There are also rest rooms and a janitorial closet on this
better. Four of the lockers have building security uniforms. Ob- floor.
viously, this could be a big advantage to the player group who Note: Odd as it may seem, there is no evidence of an emer-
can use them as a disguise. Other building security officers, gency stairwell, just the elevators.
however, are likely (60% chance) to notice that the faces do not
match the name tags, so it would be best if the player characters
steer clear of them. A small break room is also located here. It
The Second Floor
has soda and candy vending machines, a kitchenette, sofa, card Stepping off the elevator onto the second floor, our heroes
table and small television mounted on the wall. There is no se- immediately realize something has gone horribly wrong in this
curity gear - no guns or portable radios - because they are building. (If they did not figure it out already.) The elevator
stored elsewhere. opens onto a "cubicle farm" containing several dozen cubical
The elevators: All but one are standard office building ele- work stations for administrative staffers that is in a state of total
vators. The one exception requires the swipe of a security card disarray. Papers are strewn everywhere, and a few of the cubicle
to get the elevator to open and go anywhere but the first floor. walls have been knocked over.
The emergency fire box can override the security system, if one Right at the foot of the elevator is the body of a young office
has the key (this is the key from the mechanical room). worker. Presumably she was running for the elevator when she
was stabbed in the back by another co-worker with a pair of
The First Floor scissors. There are bullet holes in the wall and at least seven
dead bodies strewn throughout the area. All appear to have been
This is the most normal part of the building. There is a large killed by co-workers, who also suffered a grisly fate. There are
central lobby with a security desk, where two security guards two executive offices in the back. The window of one is covered
are stationed to question all visitors from the street and have in blood from floor to ceiling. Inside is the body of the office
"official" visitors sign a log book. manager who appears to have had his brains smashed out with
There is also a security room with monitor screens for secu- his computer monitor and then eviscerated!
rity cameras throughout the building. There is one security There is only one person alive on this floor, and she is in the
guard inside. If the player characters enter the first floor security second executive office. The woman is an office administrator
room (they would have to subdue or distract the guards at the who is sitting at her desk. She wears a hands free, telephone an-
desk first), they will be surprised to see that every camera from swering head set, and is busy answering a steady stream of
the second floor on up is showing nothing but static. If the guard phone calls. She is polite, professional, and exuberant, telling
is questioned about this he looks at the player characters like each caller that the manager will return their call as soon as pos-
they are crazy and tells them that the cameras are working just sible, or answering callers' questions efficiently, in the name of
fine and he can see everything clearly. Any character who can the manager. Her hair is in disarray, she is missing a couple of
read, however, will see that the computer is clearly indicating teeth, her clothing is splattered in blood, she has a dozen other
the cameras are offline in big, blinking red letters that the secu- small wounds and bruises, and one of her arms is visibly broken.
rity guard insists he does not see (he can even describe what's She seems not to notice any of this.
on each monitor).
She ignores any "visitors" until anyone comes within 10 feet
The security room also contains four security belts complete (3m) of her, at which point she picks up the Colt .45 (4D6 dam-
with a 9 mm pistol and one spare ammo clip, a handheld digital age per bullet) on her desk and begins firing it at the closest per-
radio tuned into the building's security frequency, a nightstick son. Thankfully, every blast is a wild shot with no bonuses.
(does 1D8 damage) and a pair of handcuffs. The other security There are four bullets left in the gun, but once it is empty she
guards have the exact same equipment on them, plus they have continues to pull the trigger, even though nothing is happening.
building security swipe cards. The woman does not dodge or parry any incoming attacks and
Between the first floor and basement, there are six security any attack that does more than 10 points of damage kills her.
guards in all. Once the player group has dealt with them all, they If subdued, the woman working the telephone can be
do not need to worry about them anymore. Note: If the group saved, provided she gets medical attention in the next few hours.
enters the building at night there are only three guards: One at She is also willing to answer questions, but does not have much
the desk, one in the monitor room and one wandering the halls. information to share. She cannot seem to remember anything
If any of the guards are questioned, they tell the player char- from beyond the day before yesterday, and even then her mem-
acters the following: 1. The building is the base for a secret gov- ory is spotty at best. For example, she doesn't remember shoot-
ernment communications project. 2. No one has used the ing at the player characters just a moment before, and insists she
elevators in the last two days. They seem far too nonchalant doesn't even own a gun. Once her headphones are removed, she
about this, and checking their auras indicates they are currently starts to behave like a very confused, but normal, person.
under the effect of some kind of psychic ability. They don't She can report the following: The staff was told they are
know anything else. working on a secret government project whose aim was to be

149
dence showing that this is a government project that involves
every telephone system in the city. What's more, the project is
clearly run by the National Security Bureau (the NSB).

Third Floor
No matter what button is pushed, the elevator will not go any
higher than this floor. If the fourth or fifth floors are pressed, the
elevator stops at the third floor and the doors open.
Any character with Sixth Sense will sense danger before the
elevator doors open. Any character using Sense Evil or Presence
Sense feel several supernatural presences beyond the door.
Upon the elevator opening, the player group immediately no-
tice the smashed bodies of two Hollow Men in the hall just out-
side the elevator. They appear to have been cut to pieces and no
Namtar seem to be present.
The entire floor is a series of glass-enclosed, sound-proofed
listening studios, where analysts would sift through hours and
hours of recorded conversations flagged by Echelon as being of
potential interest.
Like the previous floor, it appears the staff went crazy and
killed each other in an orgy of violence. The big difference is
that most of the workers on this floor were supernatural beings,
including Dopplegangers, Hollow Men, a couple Hounds, and
others. Since these beings have supernatural strength, desks and
furniture have been thrown around like paperweights. Bodies lie
smashed under large banks of sound analysis computers, and at
least two humans who worked here, hung themselves.
The immediate threat, however, is located in one sound
analysis room directly ahead. Four Hounds seem to have some-
able to monitor all telephone and cell phone calls in an effort to thing cornered in an air vent and are stabbing at it with their
screen for terrorist activity. The administrative staff on this floor spears. When the elevator doors open, the Hounds immediately
processed all the paperwork and managed all the office require- sense the presence of the player characters, stop what they are
ments. The third floor has the analysis laboratories where col- doing and rush to attack them. All four Hounds fight viciously
lected data is sifted through for important information gathered and make no effort to defend themselves. All fight to the death.
by a supercomputer known as Echelon. The fourth floor has the If the combat lasts more than two melee rounds, two dark
control network that manages Echelon's access to the telephone shapes scurry out from the air vent and attempt to get by the
system and receives and records the raw data. The fifth floor is fighting and into the elevator. The two creatures are the Namtar
top secret, but is believed to house the Echelon computer sys- in their true, bug, form. If successful, the bugs take the elevator
tem, server and other computer hardware. to the first floor and escape, calling for immediate backup from
She is horrified to realize that all the other workers are dead, the NSB. In 10 minutes a huge force of no less than four NSB
or missing, and has no idea what happened. Nor does she know assault squads arrive and storm the building, securing the area
why she was answering the telephone in that manner, or how and eliminating EVERYONE they find inside
she received her injuries. Note: Any character who listens in on It will take the Namtar 1D4+ 1 melee rounds to sprint from
the headphones without the protection of a Mind Block must the vent to their human bodies, grab the passcards out of the
make a save vs psychic attack or immediately take her place at pants with their mandibles, open the doors to the elevators and
the desk, answering calls and behaving exactly the same way. get inside. More about them in a couple paragraphs.
Removing the headphones snaps the person out of it, but he has Once the Hounds have been defeated, a search of the area
no memory of taking over the job of answering calls. reveals that one of the Hollow Men's bodies is lying on top of a
Examining the paperwork strewn around the office is a briefcase. The briefcase is locked, but can be forced or picked
slow and haphazard process. The only way to find anything open. It contains orders to immediately begin shutting down the
worthwhile is to make a successful Research roll at -15%. The pilot project and "unanchoring the Echelon Entity from the ley
computers are all worthless, as the entire system is locked up. line nexus." The orders come from NSB Command and are
Further, they do not contain any sensitive information. Papers in dated two days ago.
the manager's office do, however, confirm that this is The Eche- If the Namtar are captured, the creatures are willing to
lon Two Pilot Project, and indicate the community as the "test talk, provided the heroes promise to release them. Actually,
city." There are detailed records of the city's telephone system, threats to kill the damned things on the spot if they do not talk,
contracts with all the major cell phone operators, and other evi- gets one of them spilling its guts in an effort to save its own

150
skin. Whatever the situation, the Namtar try to tell the player door is blocked by a large recording system that weighs half a
characters as little as possible. ton (1,000 lbs.). It looks like it was deliberately moved to block
The Namtar tell the player characters they did NOT work at access to the stairs, but at least unlike the lower levels, the door
this facility, but came here when the NSB began to worry some- can be found and accessed. (Note: The woman and the Namtar
thing had gone wrong and may be losing control of the facility. know about this door and will tell the characters, if asked, how
They reveal that there is a creature of pure psychic energy an- they can get to the 4th and 5th floors.) The area below, and ac-
chored in a device on the top floor. This Entity monitors all tele- cess to the lower part of the building via the stairs, is blocked
phone and cell phone calls in the city and is capable of off by huge amounts of office equipment that have been placed
implanting Hypnotic Suggestions and emotions (Empathic in front of the doors, concealing them, as well as by equipment
Transmission) to manipulate and bend hapless users to its will. that was crammed into the stairwell at the second floor landing.
The Nightlords had intended to use this to sow dissension and The only way to go is up.
wreak havoc in governments and communities that have resisted
Nightlord rule. They know the Entity is sentient, powerful and Fourth Floor
malicious, and that they needed to destroy the machinery an-
Arriving at the door to the fourth floor emergency stairwell
choring the Entity to this plane of existence before things spun
entrance, the player characters see that the window has been
out of control. They were too late. Still, if they can destroy the
blocked by something metal. Anyone who can detect magic will
machine that is the Entity's link to Earth, it would be flung back
sense magic coming from the door itself, as if it is under the ef-
into the Astral Plane.
fects of a spell. From this side, however, it is impossible to de-
The Namtar do not know the full capabilities of the monster termine what the spell could be.
beyond that it has powerful psychic powers. They have not been
In truth, the door is protected by a Cybermage security box
able to report back to their NSB masters, so the Nightlords do
placed above it on the inside. The box is a small birdcage with a
not know what is occurring in their little project.
blue jay pinned with copper wire and bound, wings spread, to
If the player characters release the Namtar, the creatures im- the cage's bars. If the door is opened, a mystic alarm screeches
mediately flee the building to bring back 1D4+2 NSB squads. It throughout the entire floor, letting anyone present know there
is best if the player characters secure the creatures somewhere are enemies about. Since the alarm does not endanger the group,
where they cannot escape until they are ready to leave, assuming Sixth Sense does not detect any danger.
they don't kill them.
There are numerous ways to detect the box and disable the
If the player group takes time to scrounge around care- alarm without setting it off, provided the player characters think
fully, successful Research and Surveillance skill rolls help them on their feet and have the correct abilities handy. The Shadow
find copies of calls regarding the Underground Railroad and Slide Talent will get a Nightbane or Shadow Warlock under the
Spook Squad safe houses. Just listening to the CD copies of the door. Lightning Rider will enable a character to travel through
various conversations shows nothing unusual beyond the fact the doorknob or the frame. Astral Projection will allow some-
that the NSB knew enough about the safe houses to have them one to fly through the door and peek on the other side. A Sec-
monitored. If the player characters run the discs through the ondary Vampire character can tum to mist and any Nightbane
analysis programs on the Ashmedai computer, or make a suc- with Swarm Self of something small enough to slip under a
cessful Computer Programming roll on their own computer, one-inch door crack will be able to get under the door.
they are be able to filter out a sub-vocal voice hypnotically in-
Once on the other side of the door, the box is fairly obvious
spiring those in the houses to hate one another and commit vio-
(Perception Roll of 8) and can be dismantled without setting off
lence. The voice is intent on planting thoughts of jealousy,
the alarm; the door is alarmed, the box is not. Furthermore, a
paranoia, malice and murder into the minds of telephone and
successful Understanding Principles of Magic skill roll enables
cell phone users. In the case of the Underground Railroad safe
a player character to know that the box can just be smashed or
house, the voice inspired one member to get up at night and kill
unplugged safely to disarm it.
everyone in the house while they slept. In the Spook Squad
House, the voice commanded them to turn on the gas stove, The room just beyond the stairwell door is almost like an
close all the windows and doors and handcuff themselves in the airlock. This is a "clean room" with signs that entrants should
basement. Game Master Note: This is a good place to drop take all magnetic devices, cell phones, and electronic equipment
other plot points and useful bits of information that could lead out of their pockets and store them here until their return.
the player characters onto other adventures. Maybe they over- To the side of the door is a wall of what appear to be safety
hear orders to track down and apprehend a young Nightbane deposit boxes, each one with a little key. Three of the boxes are
that the Underground Railroad is unaware of. Maybe Echelon missing their keys. One is bent open and bloody.
recorded cell phone calls between members of the Warlords The bloody box seems to have been peeled open by some-
who have discovered a hidden cache of Spook Squad weapons one who started out using a tool of some kind, but then resorted
and plan to rob it. Or even communications between NSB to using bare hands, cutting and scraping themselves raw to get
agents, minions and a Night Prince with the time and date of an at what was inside. Whatever it was, they got it, and the box is
upcoming attack on a faction or some special operation. The empty.
possibilities are endless. The second box with no key: If forced open (50 S.D.C. to
The only way to get off this level and continue upwards is do so, or a successful Pick Locks skill roll) contains the follow-
an emergency fire stairwell at the end of the main corridor. The ing note:

151
To whomever finds this note, Oh, and I pried the cover off the alarm system over the door
before I wrote this, and found a live blue jay pinned with wiring
I do not have a lot of time, so I'm going to be quick as I can.
to its cage. There's another from this room into the main tele-
I'm pretty sure that by writing this, I'm forfeiting my life. But
communications control room with a bird in it too. What the hell
that doesn't matter at this point.
is going on? What are these things?
This facility needs to be shut down, and if possible, de-
stroyed. Look, I've always known our bosses were into some
Ifyou run into Doctor Frankenstein Junior, don't worry, he's
a lightweight nerd-type and easy enough to deal with. I thought
dark crap ever since they hired me for the NSB, but I never sus-
I heard dogs barking from his office earlier, so he might have
pected anything like this. The stuff I've seen in the last few
brought his pooches in today. I'm not worried, I can handle a
weeks would convince anybody that the Internet isn't far off the
couple dogs ifI have to.
mark when it comes to monsters and government conspiracy
theories. The letter is unsigned.
I'm no saint, and they knew that when they hired me. Now The third keyless box contains a pager and a keyless entry
I'm starting to think that's why they hired me. card key for a Mercedes. The pager number is unfamiliar to the
We are working on both scanning and being able to send player characters, but the prefix is the same one used throughout
hypnotic suggestions through telephone and cell phone lines. the building, which by this point, they would have seen on nu-
Don't ask me how, because I don't know the details, but some- merous telephones at their location.
how they're doing it. Then, they lost control of the computer.
Heck, I don't even think it's a computer anymore. They talk What to do next?
about it like it's alive. I think it is some kind of artificial intelli- If the group has opened the storage boxes and found the
gence, like in the science fiction movies. But they've lost control letter, then they should know that there is another alarm system
of it, and I think it's the boss's fault. on the other side of the door leading into the telecommunica-
My boss is Dr. Winslow Heron, and he 's crazy. Always tions room. The door is locked from the inside, and there is no
bragging about his damn dogs, promising to bring them in one apparent way to open it from this side. There is an intercom but-
day and then laughing. Well, two days ago, I found weird things ton to the side of the door.
in his office. Mutilated animals and machine parts. I think the Pressing the call button gets the player characters nothing but
Doctor has been doing experiments on live animals, blending static.
them with machinery and somehow keeping them alive. Don 't This door is much more secure than the previous one from
know if it's experiments in bionics or nano-technology or some- the stairwell (A.R. 14, 300 S.D.C.). It is almost airtight and only
thing else, but it was gruesome. Some serious Dr. Frankenstein someone who could turn into a shadow, mist or similar can get
stuff through the door without opening it and setting off the alarm.
Why is this guy in charge when he is obviously not stable? I Furthermore, the door is designed to ground any electrical cur-
knew the answer to that question after meeting the guy for five rent that hits it, so anyone entering the room beyond is free from
minutes. He's some kind of warped, evil genius. He's got his static electricity that could damage sensitive electrical equip-
weird bio-tech experiments scattered everywhere throughout the ment. This means that Lightning Riders who try to go through
offices. One day, I swear I heard fluttering from the alarm sys- the door will find themselves jolted back to the floor, and
tem over the stairwell door. It was like a bird or something was stunned for 1D4 melee rounds. Swarm Self will not work on this
alive in there. I tried prying the cover off, but one of the Doc- door, because there is not enough space for anything but the ti-
tor's assistants warned me to go away, or lose my job. niest of ants.
I was told to just do my job, which is keeping the cell tower The alarm is set to go off if the door is opened, which means
functioning at peak efficiency. Not easy with all the traffic they it must be moved on its hinges to set the alarm off. If the player
are running through it. characters blow or cut a hole in the door without moving it, then
I was on the roof working on the antenna today when it all they can get through the door without setting off the alarm; an
started. First, there was the screaming, then the killing. I've unlikely scenario, but one worth mentioning.
been hiding on the roof until now, waiting for things to blow If they can get through the door without opening it, the alarm
over, but I don't think it's going to blow over. I think the com- can be disabled just like the previous one. There's a good
puter has gone haywire and is brainwashing or controlling the chance, however, that they may have to force the door open and
entire staff It may have been controlling them all along. Don't set off the alarm.
know how I escaped it. Dumb luck, I'm sure, or overlooked, The noise on the other side of the door is deafening, as ev-
maybe? I hid for a while in the stairwell, but it occurred to me ery phone line in the city seems to be being transmitted through
that the phone system is still connected to the main grid. This the room's speaker system at maximum volume (the door was
sentient computer seems to be driving people crazy and making soundproof so there was no indication until the player characters
them kill one another. It has to be shut down. get into the room). Everyone must make a save vs pain (15 or
I've done a lot of questionable stuff in my life, so maybe I'm better, P.E. bonuses apply), or the extreme noise will cause them
just trying to bribe my way into heaven, but I'm going to go in- significant discomfort. Besides not being able to hear each
side and try to shut off access to the phone grid. I'm writing this other, they are -4 on initiative, -4 on Perception Rolls, -1 attack
crap down, because ifI don't succeed, somebody has to shut this per melee and -15% on all skills. A successful roll using any ap-
building off from the outside world. Or better yet, destroy that plicable computer or communications skill helps the player
damned computer! I I It shouldn't be too hard.
152
characters find the switch on the dizzying array of computer
equipment and terminals to shut the noise off or tum it down to
a manageable level.
On the other side of the door is a high-tech telecommunica-
tions laboratory that is one large, circular room lined with termi-
nals, switchboards, and computer displays. Two bodies are on
the floor in the center of the room. One is wearing a white lab
coat and has been strangled with a power cord. The other is
wearing technician's coveralls, has on a tool belt, and looks like
he has been killed by a wild animal. The bite marks have severe
bum marks around the edges as well, suggesting it might have
been some type ofNightbane or previously unknown supernatu-
ral creature. A successful First Aid or Basic Electronics or Elec-
trical Engineering skill roll enables the characters examining the
chewed up body to determine that the wounds bear a similarity
to electrical bums.
The other body that appears to be a strangled lab tech has a
high-level security access card in his front pocket.

The Alarm
If the player characters set off either alarm on their way to
this room, they are met by a pack of four huge mastiffs (attack
dogs) and Doctor Heron. The poor beasts appear to have been
tortured, and have what looks like power packs fused to their
backs and their teeth are capped with metal tips. Energy can be
seen arcing back and forth between their teeth.
The mastiffs immediately attack, while Heron (detailed later)
stands back and tries to incapacitate any player characters who
come toward him. If the group has obvious Nightbane or other
supernatural creatures who are identifiable on sight, Doctor leap 4 feet (1.2 m) high and 6 feet (1.8 m) long, and like most
Heron will flee from the room through a door on the far end and canines, can perform a leaping pounce.
lock the door behind him, hoping the dogs finish the intruders
Speed: 50 (35 mph/56 km).
offforhim.
Behavior: These were once well-trained guard dogs that have
been turned into vicious, savage monsters. From their train-
Heron's Attack Mastiffs ing they recognize weapons and bite hands wielding obvious
The cruel Doctor Heron has taken these dogs, abused them weapons first. They also attempt to take victims down and go
and turned them into killing machines. Additionally, every time for the neck. The animals attack "supernatural" targets (that
these dogs bite, the victim suffers the effects of an energy bolt. means Nightbane) before going for human targets, due to nat-
This is particularly nasty, since this building is on a ley line ural dog instincts and their ability to sense the supernatural
nexus. and magic. They are crazed killers that fight until they are
Size: Body: about 5 feet (1.5 m); tails have been cut down to killed or otherwise incapacitated.
just nubs.
Weight: 100 lbs (45 kg). If the player characters were able to enter the room with-
out setting off the alarms, neither the dogs nor Doctor Heron
A.R.: Not applicable.
are yet aware of their presence. That happens the minute anyone
Hit Points: 20 turns down the sound in the room. Once they do that they have
S.D.C.: 25 1D4 melee rounds (15-60 seconds) before the dogs and the doc-
P.P.E.: 1D6 (lowered because some of it is powering the P.P.E. tor arrive.
for Heron's magical alterations). Everything in the room is a clear indication that Echelon is
Attacks per Melee: Three. still active and linked to the city's telephone network. Smashing
Damage: Bite does 2D6+2 damage, plus an additional 4D6 in and destroying the equipment in the room severs Echelon's con-
magical energy damage from the spell Energy Bolt. This is nection to the telephones and cell phones throughout the com-
what the power packs fused into their backs and the caps on munity, but it will also bring Doctor Heron and his dogs, if they
their teeth are for! were not engaged before.
Bonuses: +3 for initiative, +4 to strike, +2 to dodge, and imper- If the communications room is destroyed and the link sev-
vious to Horror Factor. The animals fight to the death. ered, the player characters have achieved a significant victory.
Natural Abilities: Nightvision 30 feet (9 m), Prowl 45% (but The Nightlords will never willingly connect Echelon again, real-
won't really try), Track (by smell) 80%, Swimming 65%, can izing that they cannot control it (for now). However, if the

153
player group leaves at this point and Doctor Heron is alive, he entrance to the floor is protected by a high security door (A.R.
will unanchor the Echelon Entity (he is its slave at this point) 17, 850 S.D.C.) that is like a vault door. The only way to open it
from the nexus and attempt to rebuild the Echelon System else- without bashing the door down is to use one of the cards.
where on his own. He and Echelon will also seek revenge Echelon, of course, is waiting for them.
against those responsible for severing its access to the city com- This entire floor is one large room filled with strange me-
munications system. chanical devices. Bundles of wires snake across the floor, ceil-
ing and walls. Various odd and somewhat arcane-looking
The T-shaped corridor
mechanical devices are crammed into every comer, giving the
Our heroes can leave this room through a door on the far room a cluttered, almost claustrophobic, if high-tech, atmo-
end. It leads to aT-shaped intersection, and Heron's Mastiffs, if sphere. Everything in the room seems to lead to a central black
the group has not faced them before, are in the hallway waiting metal column that stretches from floor to ceiling. This is the
to attack. Echelon containment device, and the evil Entity inside knows
Going to the right leads to several trashed offices. The they are here to kill it.
equipment in these rooms has been destroyed and their occu- If the group attempts to talk to Echelon, it is more than happy
pants slain. There is plenty of material here, if the player charac- to converse with them, but it will make several attempts to im-
ters take the time to sift through the mess, to detail the true plant Hypnotic Suggestions to induce the members of the party
nature of the Echelon Project, though odds are, time is of the es- to give up and surrender, feel helpless and go away, or protect it
sence. from anyone trying to harm it, including other members of their
According to the papers, which are steeped in the quasi- own group.
magic technobabble of Cybermages (requires a successful Un- If a captured Doctor Heron was taken along with the group,
derstanding Principles of Magic or Lore: Geomancy to really he'll do everything he can to help Echelon and stop them from
have a basic understanding unless one of the character is a destroying the creature or his work.
Cybermage), the NSB took the basic design of the Echelon sys- If these efforts fail and the player characters get aggressive
tem and had a Cybermage create a massive device on the fifth
or the Entity uses up its store ofi.S.P., Echelon attacks.
floor that merges the system with a Greater Astral Entity that
Echelon's first attack will be directed toward the most pow-
calls itself Echelon. The being/device must be placed on a ley
erful psychic in the group, or barring that, the character with the
line or nexus, and be able to tap into as many telephone and cell
most P.P.E. The attack is an attempt to drain I.S.P. or P.P.E. to
phone lines as possible. The NSB intended to use the machine
fuel its own psychic abilities.
Entity to eavesdrop on telephone calls, identify enemies (such as
Nightbane, Guardians and vampires) and then, if possible, con- Echelon then erects a Telekinetic Force Field around the
vince them to fight among themselves, tum themselves in, or housing chamber and attempts to kill or break the will of the at-
lead the NSB to more of their kind. This city was a test program tackers with Empathic Transmission, Bio-Manipulation, Teleki-
for what would eventually be a nationwide, and then worldwide, nesis and Psychic Mirage psionic attacks.
initiative! What the NSB and the Cybermage did not anticipate If the Echelon housing chamber (the black column) is de-
is that the ley line has made the creature and its powers of sug- stroyed, the Entity is ripped free from the ley line nexus, but for
gestion even stronger than usual, enabling it to implant powerful one melee round (15 seconds), Echelon is stunned and helpless.
suggestions bordering on complete mind control! However, it is in its Astral form, so only magic, energy attacks
Going to the left after leaving the telecommunications room and psychic attacks (like Spirit Attack, Shadow Bolt and Em-
leads to Doctor Heron's office. If the player group has not faced pathic Transmission) will affect it. Furthermore, the Entity is in-
him before, they will face him now. He will not allow himself to visible to all but psychics and young children, unless someone
be taken prisoner, because Echelon will not allow him to surren- can see the invisible.
der. If forcibly subdued, the doctor will not willingly talk or re- Once the Entity has recovered, if it is severely wounded,
veal anything, saying only that the heroes do not know what the creature flees into the Astral Plane to plot its revenge, thus it
they are dealing with and will soon die. is best if the player characters destroy it while it is disoriented.
If Telepathy is used to probe his mind or he is induced to talk If the Entity is unharmed, it is overconfident and arrogant,
by magic like Words of Truth, Doctor Heron tells the player and stays around to fight for 1D4+2 more melee rounds before
characters about the true nature of Echelon (if they have not fleeing.
learned it themselves already), and if asked how to destroy Ech- Whether the group destroys the thing or it flees, it is time to
elon, he tells them that destroying the Housing Chamber dis- get out of here. Any character who was under the effects of Ech-
lodges the Entity from the nexus, weakening it, but that they elon is now free, but the Nightlord controlled police are well on
must quickly destroy the creature before it escapes to the Astral their way. So is an NSB squad of investigators. The basement
Plane. Fighting it on the Astral Plane would be akin to suicide. entrance is still a secure route out of the building, but the group
still has to use the elevators to get to the first floor and back to
Fifth Floor the secret tunnel. If the heroes did not use that entrance, or want
to leave another way, there is a Mercedes S.U.V. in the parking
To get to the fifth floor, the player characters must have pro-
lot that matches the keys found in the storage box on the fourth
cured a security card from either Heron or the dead acolyte from
floor. The group can, of course, hurry and try to leave via the
the telecommunications center and go back to the stairwell. The
front door, or they can leave by the roof.

154
The Roof make sure no one else can ever try to resurrect the Echelon Pro-
ject.
It is possible that one or more of the player characters have
the ability to fly and see the rooftop as a viable means of exit. If the characters discovered the nature of the Echelon
There is little up there except an air conditioning unit, the large program and determined what happened to the people in the
cellular broadcast tower and a door leading from the emergency Underground Railroad safe house, then they can count Lisa
stairwell. Torrence as one of their permanent contacts and ally. Lisa
Torrence is a seventh level Nightbane, and a Conductor for the
If the heroes entering the building from the roof, they en-
Underground Railroad. She is an excellent Underground Rail-
ter via the stairwell, but they would have to have gone to the road contact and works directly with the local Arbiter.
fourth floor before they get the key to Echelon's chamber. The
same key cards will work for the elevator as well if they wish to Her three contact skills are Undercover Ops (85%), Street-
leave by the lower levels. wise (54%) and Forgery (60%). She can help characters disap-
pear via the Underground Railroad in case of an emergency, and
A character who can make himself small, a gas, mist or
she can also help witnesses, journalists, contacts and other peo-
nearly insubstantial can get into Echelon's chamber via the air
ple valuable to the player characters to disappear or lay low for
conditioning system. But this is dangerous, as it means the char-
awhile, as necessary.
acter must face Echelon alone. However, he could open the se-
curity door from the inside and let the other characters in. While there is no contact opportunity with the Spook Squad,
However, if this adventure started with a rooftop entrance, the they will pay the $100,000 they promised as long as the player
heroes will have no knowledge of what Echelon is or how to characters are able to piece together how their men died (they
beat it. Furthermore, Doctor Heron and his hounds can be sum- were under hypnotic control by Echelon who compelled them to
moned by Echelon to help dispatch them, and any mind con- kill themselves, but the two rogue Ashmedai eavesdropped on
trolled henchmen or guards could be summoned to attack those the calls and decided to make their agents a meal instead). If the
on the roof or in the stairwell. characters give the Spook Squad the details of the Echelon Pro-
ject, above and beyond what happened to their safe house,
Exiting by the Roof is simple. The door to the roof opens
from the inside, they exit, and they can fly away, or scale the Spook Squad will call on the characters again in the future for
wall of the back of the building and get away. Of course, a roof- more investigative or wetworks operations, and will award the
characters with a small measure of trust seldom given to outsid-
top escape is only viable if the characters can fly or climb down.
ers who are not actual card-carrying members of Spook Squad.
Remember, there are no other tall buildings nearby, only the
two, shorter, parking structures. Crime in the city will return to normal levels (which is proba-
bly still pretty bad) and any claims that there was a surge in vio-
lence will be dismissed by the media and the authorities as "a
Adventure Aftermath statistical blip."
If the characters were fairly cautious, there should be no The fate of the Honeycutt Telecommunications Building:
pursuit from the NSB, the authorities or any other Nightlord The massacre inside the building will be described as a "dis-
minions. The NSB will have its hands full explaining the "acci- gruntled" telephone employee gone mad. The building will be
dent" at the telecommunications building as the work of a dis- later designated as an NSB field office (can't let a good nexus
gruntled telephone technician. They will, of course, cover up go to waste), and the basement entrance will be sealed up and
any connection between the telecommunications building and the section of tunnel that led to it will be filled in. The security
the string of violent crimes that have rocked the city. That is will be changed as well, making the captured security clearance
easy, because nobody will make the connection. Nor will any- cards useless.
one believe magic, an Entity or government conspiracy played If the player characters stole the Mercedes from the park-
any part in the murder spree or increase in crime or violence. ing lot they will need to ditch it in a few days, as the NSB and
If the player characters were able to destroy the Entity, local police will be on the lookout for the vehicle.
then it is extremely unlikely that the Nightlords will try this ex- If Echelon escaped, the player characters can count on the
periment again. Not only did they lose control of the situation, Entity looking to spread its misery elsewhere. If the Doctor and
but they know there are Nightbane out there someplace who Echelon both escaped, they will likely be gunning for the player
knows about Project Echelon and know how to destroy it. characters, since the player group know about Echelon's abili-
If the player characters did not destroy the Echelon En- ties and weaknesses. Echelon's reappearance elsewhere in the
tity and/or Doctor Heron escaped, the Nightlords will pursue country should be marked by a gradual surge in domestic vio-
the Entity and the Doctor to discover what happened, what went lence, employees going "postal" on co-workers, small isolated
wrong, and whether they can salvage anything from the project rioting, and other random acts of senseless violence perpetrated
or even try again with better safeguards in place. The Nightlords by usually non-violent people against friends and loved ones.
would also like to find out who the player characters are and But the player characters should be aware that if they notice,
capture them for interrogation, but these "mystery men" are the then the Nightlords will notice too. The only difference being
least of their concern. More likely than not, the Nightlords will that they know how to stop Echelon, while the Nightlords do
consider the Echelon Project a total failure and seek to destroy not.
the Entity and the doctor simply to clean up their mess, and to

155
Natural Abilities: Echelon is invisible in the physical plane ex-
The Echelon Entity cept to psychics, young children and some animals. When
not anchored to the Echelon system, the Entity can fly up to
Echelon, as the creature calls itself, was once a nonnal
100 mph (160 kph) and can pass through walls. In the Astral
Greater Astral Entity living on the Inner Plane. It was oblivious
Plane, Echelon's form is constantly shifting as it uses Telepa-
to the war of light and dark until, through Doctor Heron and sor-
thy to read the surface thoughts of living beings nearby, and
cerers serving the Nightlords, Echelon was summoned to Earth
then takes a shape that plays off of their fears. If it is pre-
and bound to the Echelon Project Housing Chamber.
vented from doing this (by a Group Mind Block, for exam-
At first, the Entity was bent to the will of the Nightlords, and ple), it is generally shaped as an amorphous blob topped with
made to use its own psychic powers through the city's telephone a mass of ectoplasmic tentacles. In both the physical world
and cell phone lines to spy on enemies and cause others to go and the Astral Plane, the Entity can understand and speak all
crazy. But either through sheer negligence or just malice, the languages. Also see psionic powers.
Housing Chamber's design inflicted unending agony upon the
Psychic Vampirism: All Astral Entities can draw on the I.S.P.
Echelon Entity which has slowly, but surely driven the monster
or P.P.E. of other creatures to fuel their psionic powers.
insane.
Drawing energy from unwilling victims aware of their attack
The Entity now sees itself as Echelon the Great, and resents is resisted by a save versus psionic attack. Most Astral Trav-
the pain and enslavement inflicted on it by the Nightlords. elers will be aware and unwilling, but most normal people on
What's more, putting it in touch with the minds of a large popu- Earth (and even supernatural beings not familiar with Astral
lation center unleashed a flood of unfamiliar emotions. Hate, Entities) will not be aware and are vulnerable. Up to 10
fear, agony, love, affection, greed and violence all came flood- points per level of the monster's experience can be drained
ing into Echelon's psyche. The Entity lost itself in the cacoph- every melee round. P.P.E. can be converted into usable I.S.P.
ony of emotions and came to thrive on them. Thus, it no longer by the Entity at the conversion rate of four P.P.E. equals one
seeks relief from the unending "mind noise of the corporeals," I.S.P. point.
as it calls humans and other beings that live on the physical
Combat: In the physical world, the Entity can only attack using
plane, but enjoys, cherishes and craves them. psionic powers; five per melee round. In the Astral Plane,
The Entity expresses its own misery or twisted, masochistic where the creature has physical form, it can attack with
delight the only way that it can, through psychic means. All of psionics and/or physical hand to hand, but still only has five
the carnage, hatred and anger it is flooding into the minds of in- attacks per melee round.
nocent victims are just a reflection of its own tortured emotional Damage: Supernatural P.S. damage in the Astral Plane or by
state. psionics.
Unfortunately, Echelon has found joy by inflicting its misery Bonuses: +6 to strike, +6 to parry, +6 to dodge, +2 to roll with
upon others and making other people suffer and die. The power- punch, fall or impact, + 1 to pull punch, +5 to save vs magic,
ful emotions it incites are like a drug to the fiend, and it has be- +6 to save vs psychic attack, + 15 to save vs Horror Factor,
come addicted to the rush that human emotions provide it. The and +4 to Perception Rolls.
rush of sorrow, fear, agony and other emotions, brings the mon-
Magic Powers: None.
ster relief from its own disturbed mind and suffering.
Psionic Powers: Block Breaker, Psychic Mirage, Mind Block
Unless Echelon itself is destroyed, it is likely to try to find
Auto-Defense, Telekinetic Force Field, Bio-Manipulation,
another nexus to anchor itself to and wreak whatever havoc it
Empathic Transmission, Telekinesis, See Aura, Alter Aura,
can. Additionally, due to its forced linkage with machinery
Presence Sense, Suggestion, Astral Bolts, Telepathy and Em-
through Cybermagic, Echelon is now able to slowly infest and
pathy.
infect any communications network it can link itself to.
Note that all abilities have triple the range, duration and
Alignment: Diabolic.
damage when the Entity is anchored to a ley line nexus point.
Attributes: I.Q. 18, M.E. 20, M.A. 14, P.S. 16, P.P. 20, P.E. 21, Once the housing chamber is destroyed, Echelon's powers
P.B. varies with shape, Spd 30. drop to normal levels, despite the fact that, usually, a psychic
Hit Points: 250 (no S.D. C.). would still benefit by being near the nexus. Echelon will not
Housing Chamber: A.R. 13, 300 S.D.C. (when destroyed, the be able to benefit ever again from any nexus it was once an-
body of an unfortunate Nightbane that was used to power the chored to after that anchor has been destroyed.
device will be seen briefly before it dissipates in a pool of Vulnerabilities/Penalties: P.P.E. dependency: The Entity must
black light.) feed on at least two P.P.E. or I.S.P. per level of experience
Size: Varies with shape. once a month, or it loses one point from its P.P.E. base. If
Horror Factor: 12 for non-psychics, 16 for anyone with ANY Echelon's P.P.E. is reduced to zero in this manner, the crea-
Psychic Sensitive abilities, unless they use a Mind Block, ture dissipates and is destroyed. Also, if Echelon is anchored
which lowers the Horror Factor back to 12. to a nexus and that anchor is destroyed, the Entity can never
again benefit from that particular nexus.
P.P.E.: 14
I.S.P.: See psychic vampirism below. The Entity is likely to Allies and enemies: No matter what happens, Doctor Heron is
have some (1D6x10+32) I.S.P. stored up and available to it Echelon's slave and, if he can escape, will follow Echelon
and try to help rebuild the housing chamber on another nexus
whenever encountered.
point. The Nightlords want to capture and re-enslave the En-
Level: 8th level Greater Astral Entity.
156
tity or, if that is not possible, destroy it. The Entity can also O.C.C. Skills of Note: Read/Write/Speak English 98%, Princi-
use its psychic powers to force others to act as bodyguards ples of Magic 90%, Basic Electronics 91%, Basic Mechanics
and assassins. 91%, Mathematics: Basic 98%, Computer Operation 98%,
Weapons & Equipment of Note: None. Computer Programming 86%, Radio: Basic 98%, T.V.Nideo
74%, Surveillance 91%, Computer Repair 81%, Mechanical
Engineering 81%, Weapons Engineer 81%, Lore: Astral
56%, Computer Hacking 76%, Sensory Equipment 61%,
Prowl 51%, W.P. Handguns, and W.P. Knife.
Special Skills and Abilities: Create Cybermagic and bionic-
grotesque cybernetics. He also has the following bionic-gro-
tesque cybernetic attachments:
Fingertip Snap Pads: On his left hand, the pads of the thumb
and middle finger have been replaced with what appears to
be rough, flint-like surfaces. Inside the fingertips are small
watch batteries. When the doctor snaps these two fingers they
create a Blinding Flash, as per the spell.
Levitation Soles: The Doctor has (quite painfully) peeled off
the soles of his own feet and replaced them with supercon-
ducting fiber mesh that allows him to levitate, as per the sec-
ond level spell of the same name.
Sub-Dermal Mystical Protective Framework: The mad doctor
has placed a fiber optic framework of wiring throughout his
body (visible under the skin from the neck down as raised
tubes, like giant veins) that allows him to generate magic ar-
mor (A.R. 14, 180 S.D.C.) once every 24 hours.
Combat Abilities: Hand to Hand: Expert
Attacks per Melee Round: Five physical attacks or two by
spell (note that using cybermagic devices count as physical
attacks).
Damage: 1D4 S.D.C. punch and kick does 1D6. Paired
Weapons.
Bonuses: +2 to strike, +3 to parry, +3 to dodge, +2 to roll/pull
punch, critical strike on unmodified 18-20, +4 to save vs
magic, +2 to save vs possession, +2 to save vs mind control
(for all the good it did him), +3 to save vs Horror Factor, and
+4 to Perception Rolls.
Doctor Winslow Heron Vulnerabilities/penalties: Egotistical and overconfident.
Psionic Powers: Object Read (limited only to the purpose and
Alignment: Diabolic (was Aberrant).
function of an object), Mind Block, Speed Reading and
Attributes: I.Q. 20, M.E. 11, M.A. 9, P.S. 11, P.P. 14, P.E. 15, Telemechanics.
P.B. 8, Spd 10.
I.S.P.: 27
Hit Points: 41
Magic Knowledge: Knows the spells Fuse Bones, Preserve Liv-
S.D.C.: 11 ing Flesh, Replace Flesh, Blinding Flash, See Aura, Sense
P.P.E.: 78 (normally 120, but has 42 points tied up in P.P.E., Befuddle, Fear, Levitation, Energy Bolt, Magic Ar-
Cybermagic creations). mor, Negate Poisons/Toxins, Astral Projection, Energy Field,
Level of Experience: 8th. Trance, Fire Ball, Mystic Alarm, Telekinesis, Nightvision,
Disposition: Doctor Heron is an egotistical sadist that cares lit- Calling, Memory Bank, Agony, and Wind Rush. He also
tle for the welfare of others. He is in love with his own ge- knows, but can only cast as part of a Cybermagic creation,
nius and cannot even consider the possibility that he has the spells Control/Enslave Entity, Bind Nightbane, Summon
failed or miscalculated something, which has made him vul- and Control Astral Being, and Machinemerge (a special spell
nerable to the Echelon Entity. At this point the Entity has had that allows a psychic Entity of any kind to temporarily merge
the doctor so deeply under its influence that it has had a per- with a machine, granting it the ability to access all of that
manent effect, making the doctor a life-long loyal slave to the machine's capabilities as if they were extensions of its own
Entity. Only the destruction of the Entity will shake the doc- psychic essence. The spell is level 9 and costs 200 P.P.E.
tor out of his mental slavery to the thing. with a duration of four hours per level of experience. Heron
Description: Tall, gaunt, and of Mediterranean descent with did not make this spell, so it must be presumed that at least a
thinning hair and a definitely unstable look to his eyes. couple of very powerful Cybermages also possess it.)

157
Allies and Alliances: After this fiasco, Doctor Heron has few Money: Doctor Heron has one million dollars squirreled away
allies left except for some Cybermages scattered across the here and there, so to recreate the Housing Chamber he is go-
country who are just as twisted as he is. The Echelon Entity ing to need a large infusion of cash (at least $10 million) and
sees him as a means of inflicting misery and will not hesitate a victim with 250 P.P.E. or more to put into the chamber,
to ditch him or kill him if it becomes necessary. and, of course, a ley line nexus.
Minions: None, unless you count the dogs. The dead lab tech on
the fourth floor with the security card was his acolyte.
Weapons & Equipment of Note: Carries a 9mm Wz 63 Ma-
chine Pistol loaded with hollow point rounds (4D6+4 dam-
age, fully automatic). Has 2 clips with 40 rounds each. Also
carries a scalpel that does 1D4 damage. And, of course, there
are his mastiffs.

ize, that monster is you. Would you freak out? Could you tell
your spouse or parents, or friends? Are you even human or some
kind of monstrous freak? Your entire life just changed in a
heartbeat, and in more ways than you can even begin to imag-
ine.
You discover you can change from human into a monster at
will. A monster that possesses superhuman strength and powers.
That might sound fun except you can only use your powers
when you turn into the monster, and the entire world wants you,
and those like you, dead! That's right, there are others like you.
People who call themselves the Nightbane. And, okay, the
whole world doesn't want you dead, just the governments, law
enforcement agencies and countless secret societies. The rest of
the world is just scared to death of you, and probably scream
and run away rather than start shooting. Those governments and
agencies all hunt Nightbane down and exterminate them. If
you're not careful, that death sentence may extend to your fam-
ily and friends too.
There is a sinister conspiracy afoot, and you are caught in the
middle of it whether you want to be or not. You see, everything
changed on Dark Day - the day the sun never rose. Something
bad happened that day. Most people don't know exactly what,
but nothing has been the same since. Life is a little grimmer, the
days a little darker, the night a lot more frightening, and the fu-
ture uncertain. People claim monsters now lurk in the shadows
and streets at night. People claim your husband, wife, child,
friend, co-worker, or delivery man may not be who you think
they are. They may be some "thing" not even human. You see,
the Earth was invaded on Dark Day and most people don't even
know it. The world leaders, governments and law enforcement
agencies were the first to be infiltrated and taken over. Replaced
Nightbane® RPG by depraved and wicked supernatural beings that appear human
but are not. Other monsters are said to roam the streets too. The
Superhero-Horror- a new genre Internet is full of stories about monsters, vampires, demons, and
What do you get when you take superheroes, horror, global something called the Nightbane and something worse, the
conspiracy, demonic invaders, weird powers, weirder monsters, Nightlords and their minions. The (demon controlled) govern-
magic, vampires, psionics, alien dimensions, and roll them all ments deny any such thing. The only ones who truly know
into one? better are the Nightbane. The Nightbane know, because they are
You get a game unlike anything you have ever played before. drawn, like moths to a flame, into a secret war against the
You get the Nightbane® RPG line. dreaded Nightlords and their diabolic legion of dark servants
Imagine if you woke up one day, looked into the bathroom and human traitors.
mirror and a hideous monster stared back at you. Then you real-

158
And there's the rub, the monstrous Nightbane, shunned by Nightbane®: Nightlands™
their own families and feared by all, may be humanity's only
hope for survival. Visit the Nightlands™, the dark dimension and frightening
domain of the demonic Nightlords! Places like Doom Harbor, a
Now that is a fun and powerful scenario. Welcome to the
twisted version of New York City, and Devil City, the
world ofNightbane®. And actually there's more, as the conspir-
Nightlands' evil, mirror image of Los Angeles, and others. Dis-
acy and conflict extends into the realms of the Dreamstrearn, the
cover the true power behind the Ba'al and their plans for Earth
Astral Plane, and the hellish world of the Nightlands.
and the Nightbane.
• The Nightbane R.C.C. - misbegotten heroes.
• The Nightlands and the Nightlords revealed!
• Nightbane Morphus tables.
• Demons, monsters, and servants of the Nightlords.
• Nightbane gangs/secret societies known as factions.
• More Nightbane® Talents, Morphus shapes and data.
• Nightbane Talents, magic and psionics.
• Campaign and adventure ideas. Written by C.J. Carella.
• The Nightlords and their key demonic minions.
• $20.95-160 pages. Cat. No. 732- ISBN 0916211-97-5.
• Dark Day, conspiracy and what comes next.
• Horror and heroics in a world of treachery & deceit.
• A complete role-playing game.
• Cover by Brom.
• Art by Vince Martin, R.K. Post, Scott Johnson and oth-
ers.
• Written by C.J. Carella, rules by Kevin Siembieda.
• $24.95-240 pages. Cat. No. 730- ISBN 0916211-86-X.

Nightbane®:
Through the
Glass Darkly™
Could magic spells
be alive and intelli-
gent? Can they take on
a life and identity all
their own? These and
Nightbane®: Between the Shadows™ other questions are ad-
dressed as we explore
Thousands (perhaps tens of thousands) of people have dis- the underground world of magic and sorcerers in the world of
covered another fabric of reality concealed between the shadows the Nightbane®.
of the world they once knew. A terrifying world of the supernat-
• Magic O.C.C.s, like the Flesh Sculptor, Cybermage, &
ural of which they are charter members - they are the
Mirror Mage.
Nightbane™.
• Over 50 new magic spells.
• The secrets of the Astral Plane & the Dreamstream.
• Magic artifacts, talismans & charms.
• Additional Nightbane Talents, Morphus shapes &
Nightbane data. • Rules for variant magic and modifying current spells.
• More about the shadow world of the Nightbane. • Nemesis R.C.C. - a dangerous reflection from the
Nightlands.
• Additional psionic abilities and campaign ideas.
• Three adventures, scores of adventure ideas and more.
• 12+ character classes and strange powers. By C.J. Carella.
• Cover by Fred Fields. Written by Kevin Hassan.
• $20.95-144 pages. Cat. No. 731- ISBN 0916211-90-8.
• $20.95- 152 pages. Cat. No. 733- ISBN 157457-004-8.
159
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